Showing posts with label Jianghu. Show all posts
Showing posts with label Jianghu. Show all posts

Wednesday, October 2, 2013

Fantasy Core RPG: Jianghu Setting-Monsters-Dragons

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

Monsters-Dragons

The dragons are in a good mood today.  Tomorrow, who knows?
There are dragons.  Four mighty and just dragons serve the Celestial Emperor.  They rule over the Seas, the Sky, the Land, and the Heavens.  They can bring rain, fair winds, agricultural bounty, and good fortune.  However, they are also in charge of natural disasters, such as drought, flood, hurricanes, earthquakes, and ill favor.  These are often seen as warnings or punishments from the Celestial Emperor.  An actual manifestation of any of these entities to anyone may be considered the strongest of omens or messages. 

What you ask is impossible.  It would be easier to ask one of the Emperor’s Dragons for this favor.
It is not unheard of for the exceptionally brave (or desperate) to undertake a dangerous journey to the palaces of these dragons to ask for their favor or knowledge, usually in return for service (as a precursor or in the future).  The Dragon of the Seas lives in the lowest depths of the ocean, the Sky Dragon in the eye of a hurricane, the Land Dragon lives under a volcano, and the Dragon of the Heavens lives on the moon (which can be reached via the Celestial Floating Bridge).  Obtaining the favor of all of these dragons might allow one to gain the Mandate of Heaven and become Emperor or perhaps immortality.

Of course, few ever actually seen these magnificent creatures, only the effects of their passing.  Generally, we refer to these people as “survivors.”
There are also lesser dragons, who rule some small domains on the earth.  They are always guarding something, such as a location or their treasure.  Their dispositions, goals, and abilities vary widely.  Beneficial ones are generally venerated, while dangerous ones are placated with sacrifices.  If they become too much of a menace, heroes will be needed to deal with them. 

In the Shang-tu area, there is a helpful (though very shy) dragon, Gemma, who guards the temple at Mount Tien, and a greedy, materialistic one, Akana, who lives in So Lake and occasionally attacks ships and the docks.  Sailors often throw a handful of gold overboard before starting a voyage across the lake, while the monks at the temple offer daily prayers to the reclusive dragon there.

Typical Lesser Dragon
HD 15, Hp 60, AC 25       
Fort +10, Ref +5, Will +5
Melee: 4 attacks per rd
2 Claw +10 to hit, 1d8 each
1 Tail +5 to hit, 1d10
1 Bite +7 to hit, 3d18

Special Powers
Still waters; the dragon sleeps.  Restless waters; the dragon stirs.  A storm on the lake; stay on land.
Akana: Wind Blast and Tidal Surge: 10d6, usually used on ships and dock buildings, once per day.

I saw the dragon once.  I think?
Gemma: Forgetful Gas Cloud: Lose all memory of the last hour and blackout 1 turn, DC 18 Will Sv, 40’ area, 3 times a day.
Can fly
Shapechange into a humanoid form.  As Gemma is actually taking the physical form of another, it is impossible to physically detect the disguise, short of magical means.  However, if physically harmed Gemma must make a DC 12 Will Sv to avoid reverting to his true form.


And there are indeed stranger things upon this earth.
Demi-human communities do not exist in this part of the world, but a few random, extraordinary travelers are not unheard of.  Likewise, Humanoid tribes (Orcs and such) are not present, but Yomi might have a few in his service for expendable purposes.  Other monsters might be natural creatures who have mutated in strange environments.  Creatures could be also be created by magical experimentation or even divine enchantment (who will be there for a specific reason).


[Jianghu man!  57 posts later.  I apologize for all of the formatting issues.  I just couldn’t get a consistent look, and I don’t know why.  Then there was the out-of-order mis-post that I didn’t notice for two days.  I would have taken it down, but it had gotten more hits than the usual daily post. 

Playtester Evan asked me why I didn’t stat-up the Emperor.  Honestly, it didn’t occur to me at the time.  The Governor, his ministers, or Yong were supposed to be the top-level villains of the setting (depending player choices).  I see the Emperor as something of a demi-god with divine weapons (or a mere figurehead man defended by a demi-god).  For the characters to face him directly, they’re going to need to be near-deities themselves with similar weapons.  That goes well beyond the scope of these simple rules.


I am still working on the Cyber-Pulp Fantasy Core setting.  I’ve made some poor choices with my priorities lately.  Also, there’s been some feature creep added to my original idea and a couple of blind alleys that didn’t work out.  In the meantime, I’ve got some classic material (read: old crap reformatted, essentially filler) that I’ll be putting up.]

Tuesday, October 1, 2013

Fantasy Core RPG: Jianghu Setting-Monsters-Demons

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


Monsters-Demons

Leave the devil alone.
From the Land of Darkness, Yomi, come demons and evil dead creatures.  These creatures serve Yomi, which is also the name of the ruler of the dead.  These are powerful creatures sent on missions to punish the wicked (often harming the innocent in the process) and to corrupt and tempt the souls of the virtuous.  (This is by the mandate of the Celestial Emperor, by the way.)  While potent, they tend to attack their prey indirectly or via proxy.  Powerful eunuch sorcerers can also summon lesser demons to directly attack their enemies, though at a heavy personal price to themselves (disfigurement, complete gender change, soul loss, etc). 


Beauty, or the lack thereof, is no indicator of character, except in this case.
Hag
Undead witches who sold their souls for power.  They are undercover agents and spies for Yomi.  They are often sent on infiltration and abduction tasks.  
HD 7d8+14, Hp 45, AC 20 (Enhanced Initiative)       
Fort +6, Ref +6, Will +6
Melee: Claw +13 melee (1d6+7)

+5 Stealth
Disguise Self: At will.  This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Hag is injured, DC 18 Will Sv to maintain disguise.
Fog Cloud: At will


What do demons fear?
Lower Demon
A variably featured, roughly humanoid creature.  This is a typical cruel demon overlord.  Seldom dispatched to earth.  Only a very important task (involving no subtly) or major summoning ceremony would bring one forth.  Lesser demons will obey a higher level demon, but they utterly despise them.
Hunter
HD 8, Hp 40, AC 20         
Fort +6, Ref +2, Will +2
Melee: +1 Magic Trident 2 att, +9 to hit 1d12+1 each
(Note that Lower Demons may be differently armed or have natural weapons.  Weapons lose enchantment a day after being separated from their owner.)
+9 Track


Do not summon what you cannot control.
Spider Demon
A half-human/half-giant spider, a typical demon summoned by a eunuch sorcerer. 
HD 6, Hp 24, AC 18         
Fort +5, Ref +2, Will +2
Melee: Bite 2 att, +6 to hit 1d8 each + poison (DC 12 Fort Sv, unconsciousness immediately, 1 + Con bonus days to live, unless a venom antidote is found).


We must first discern if he is a demon, or just an evil man.
Oni
Horned, minor demons.  These usually live on the earth, using their shapechanging abilities to fool humans.  They often haunt a specific area, from deserted woods to inside the Imperial court.  Oni come in many different, bright colors with varying powers and abilities.  These creatures serve Yomi, but highly value their freedom away from his direct rule. 
HD 3, Hp 20, AC 15         
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6
Or Gore Attack charge 1d8x2
Ranged: Fire Blast 3d6 fire damage, DC 12 Ref Sv, ½ dam
Lightning Bolt 3d6 electrical damage, DC 12 Ref Sv, ½ dam

Shapechange: At will, any humanoid form.  As the Oni is actually taking the physical form of another, it is impossible to physically detect the disguise, short of magical means.  However, if physically harmed the Oni must make a DC 12 Will Sv to avoid reverting to their true form.
Telepathy: At will, read minds
Gaseous Form: At will
Teleport: Once per day, line of sight.
  

The less of a brain, the more of an animal.
Ogre
Large ugly humanoid.  This is a typical inhabitant of Yomi.  Occasionally they escape or are permitted to roam the earth.  They are not very smart and typically only look to sate their carnal desires and fill their belly (on man-flesh if possible).
HD 5, Hp 20, AC 16         
Fort +4, Ref +1, Will +1
Melee: +1 Magic Club 2 att, +6 to hit 1d10+1 each 
(Requires +2 Str bonus and up to use, loses enchantment after a day for non-ogres)
Invisibility Cap, deactivates when attacking, loses enchantment after a day for non-ogres. 


Men do not rule the mountains.
Yeti
Ogre variant that haunts the Tibetan highlands.  Much like a regular ogre, but more clever.  Never speaks.
HD 4+4, Hp 20, AC 13
Fort +4, Ref +1, Will +1
Melee: Claw 2 att, +4 to hit 1d6 each
Rend if both attacks hit same target + 2d8
Fear when attacks from surprise, flee for 1d4 rds, DC 12 Will Sv
Immune to cold attack, fire or heat attacks cause double damage
+9 Stealth in snow


“I bring a message from Yomi, lord of the underworld.”
Ogre Mage
An intelligent, gentile ogre and much more dangerous.  They are only sent to earth on a mission by Yomi himself for the most important tasks involving stealth and guile.  They are typically dressed in fine clothing.
HD 5+15, Hp 37, AC 18   
Fort +7, Ref +1, Will +3
Melee: Greatsword +7 to hit 3d6+7
Ranged: Longbow +2 to hit 2d6
Vulnerable to fire and acid damage, but can regenerate any other damage with 1 turn of rest.

Fly
Darkness and Invisibility at will, but must become visible to attack (0 BAB to hit while invisible)
Once a day spells, automatic success casting
Charm Person DC 15 Will Sv, 1 day
Ice Blast: Hail deals 3d8 freezing damage. DC 15 Ref Sv
Gaseous Form: Used for escape
Polymorph (into an object or harmless, small animal) 1 day, DC 15 Will Sv

Sleep Puts 4 HD of creatures into magical slumber 1 turn, DC 15 Fort Sv 

Monday, September 30, 2013

Fantasy Core RPG: Jianghu Setting-Monsters-Undead

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

Monsters-Undead

Never, ever dishonor the dead, for their memories are very long and filled with vengeance.
Spirits of various sorts also haunt the land.  There are dishonored and neglected ancestors who harass their families.  Ghosts of those wrongly killed terrorize those disturbing their resting-places.  There are vampires and ghouls created by improper burial, such as those buried on unhallowed ground or those killed by supernatural means.


Even just the parts of a man may be dangerous in the wrong hands.
Skeleton
An animated skeleton, usually created by an evil magic user.
HD 1, Hp 4, AC 13 
Fort +2, Ref +0, Will +0
Melee: Claw, +1 to hit 1d6


Mere flesh and bone, do not a man make.
Zombie
An animated corpse, usually created by an evil magic user.
HD 2+3, Hp 11, AC 11, Always strike last in rd.        
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1


Cannibalism creates an unending appetite.
Ghoul
A slavering, sub-human creature obsessed with eating human flesh.  They are cannibals who have died on unhallowed ground, or voluntarily by ritual cannibalism.  They cannot stand sunlight.
HD 2, Hp 13, AC 14
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn


Where evil has been done, ghosts rise for revenge.
Ghost
Translucent undead humanoid.  Not insubstantial, they do have a tangible being that they must revert to in order to attack.  These are usually created from people killed violently on unhallowed ground.  These unfortunate creatures are chained to the spot of their death.  Their motives are totally dependent on the ghost.  Some may mindlessly attack any who enter their space.  Others may try to communicate and need some task done in order to achieve release.  All will attack if threatened with exorcism (divine radiance attacks and such).  Not all ghosts have all the powers listed.   
HD 10, Hp 60, AC 13* (Magic to hit)     
Fort +2, Ref +2, Will +6
Melee: Touch 2 att, +4 to hit 1d10 each
Can become Invisible and Intangible at will (0 BAB to attack).

Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins and shamen are immune.)
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).
Delusion Spell: DC 18 Will Sv to disbelieve, once per day.
Charm Person: DC 18 Will Sv, once per day, lasts 1 day
Flight power
Will reform in a day if killed without an exorcism (attacked with Divine Light and such) or some task perform to give them rest. 


Even the dead fear vampires.
Hopping Vampire (Lord)
Hideous flying corpses.  These creatures are created by evil magic users from the recently dead.  They are unintelligent monsters used as long-term guards or as undead shock troopers.  A Vampire Lord is an evil magic user who has turned himself into the undead.  Neither needs blood to subsist, but Lords must drain energy to survive.      
HD 6 (9), Hp 12 (36), AC 16* Magic to hit      
Fort +5 (+6), Ref +2 (+3), Will +2 (+3)
Melee: Slam 2 att, +6 (+9) to hit 1d8 each
(Lords also Energy Drain, DC 18 Will Sv or lose 1d4 negative hp, at –10 hp, the character is dead and their corpse may be used as a Hopping Vampire host.)
Limited flight, leaping attacks


An unspoiled tomb is likely that way for a reason.
Mummy
These are undead tomb guardians or preserved ancient kings.  They take trespassing real seriously.
HD 8d12+3, Hp 55, AC 20
Fort +4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+10 + Mummy Rot (DC 18 Fort Sv, character begins to lose 1d4 negative hp per day and show visible signs of decay.  They will have to atone at a temple with the help of a priest or shaman.  DC 18 Will Sv + ½ level of the priest.  This may be attempted once a day.  At –10 hp, the character crumbles to dust.)
Despair: At the mere sight of a mummy, DC 18 Will Sv or be paralyzed with fear for 1d4 rounds. 

Friday, September 27, 2013

Fantasy Core RPG: Jianghu Setting-Monsters-Spirits

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

Monsters


The virtuous warrior welcomes the presence of a monster.  “At last,” he says, “Something I can kill without regret.”
While the Empire is an orderly, civilized place, and barbarian clans dominate their own lands, there are “monsters” in their midst.  The characters will find their human opponents more common, but conflict with the occasional supernatural creature may occur in the wilderness, among ancient ruins, in unhallowed grounds of the city, and netherworld creatures who have been summoned by evil magic users. 

No monster in this setting should really be considered “typical.”  Use the stats provided here as a basis for creating your own.  Take note that most monsters with shapechanging abilities are well aware of supernatural areas and items that block detection spells and take full advantage of them.  Ref’s, don’t overuse the shapechanging monsters, unless you want the characters killing everyone they meet.


Peaceful, rustic, bucolic nature?  You are far too naïve to go into the woods. 
Malevolent, animalistic spirits live in haunted rural areas.  They may go by the general name of Kami, but there are specific types that tend to be the most troublesome. 

If it meows, it’s a cat.  If it grins, it’s a Kappa.  Be on your guard.
Kappa
Kappa are small cat-like creatures that are fond of mischief, but can be helpful when put under duress or if there’s a powerful incentive in it for them. 
HD 1/2, Hp 2, AC 16        
Fort +0, Ref +2, Will +2
Melee: Bite +2 to hit 1d3 + Poison (DC 12 Fort Sv or Stunned 1 turn)

Never surprised
Powers: Each may be cast once a day, effects last 1 rd, automatic success casting. 
Confusion: Distraction, Will Sv DC 12
Dancing Lights: Distraction, Will Sv DC 12
Dimension Door: Disappear and reappear elsewhere, line of sight
Mirror Image: Will Sv DC 12
Invisible: 0 BAB to hit
Ventriloquism: Distraction, Will Sv DC 12
Illusions: Distraction, Will Sv DC 12
Polymorph Inanimate: Turn object into something else
Haste: 2 actions in rd


Everyone check their pockets and packs.  Something’s probably missing.
Tengu
Tengu are flying crow-men.  They like to cause trouble, namely the theft of shiny objects, but they can be negotiated with.
HD 1+1, Hp 9, AC 15      
Fort +1, Ref +5, Will +2
Melee: Dagger +3 to hit 1d4+1
Ranged: Short Bow +3 to hit 1d6 
Surprise Attack: Successful attack and Stealth rolls, Max dam +1
Sneak Attack: Successful attack and Stealth rolls, Max dam  
+3 Stealth, Pick Pockets, Pick Locks
Flight Suit: A magical feathered coat, which allows a Tengu to fly.  They are unable to do so without it.  It will only work for a day for a non-Tengu.  Further, Flight Suits were a gift from the gods to the Tengu for an unknown favor.  They will relentlessly track down anyone else in possession of one.


I am a spirit.  These woods are my shrine.  I expect tribute from all visitors.
Kami
Fox Spirits genuinely dislike humans and will only delay harming them for the purposes of torturing them first.  (Though there is at least one famous Fox Spirit that is known to be helpful to mankind.) Other Kami are spirits of nature, perhaps taking animal form or not.  They are usually localized to a specific area, like a pond, waterfall, tree, etc.  Their disposition would depend upon how they came to inhabit the area.

Typical Minor Kami
HD 5, Hp 20, AC 16* Magic to hit         
Fort +1, Ref +1, Will +4
Melee: Touch, 2 att, +5 to hit 1d10 each
Fly
Disappear at will
Regeneration of all damage with 1 turn of rest

Shamen spells 1-3 levels, Spell Check +5, 2 failures/encounter
Typical spells
DC 15 3rd Level
- Blink: You randomly vanish and reappear for 5 rds
- Hold Person: Paralyzes one humanoid for 5 rds. DC 15 Will Sv
- Suggestion: Compels non-hostile subject to follow stated course of action. 5 turns.  DC 15 Will Sv
DC 14 2nd Level 
- Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. DC 15 Will Sv
- Fog Cloud: Fog obscures vision. Fills confined area or 40' sq. 5 turns.
DC 13 1st Level 
- Sleep: Puts 4 HD of creatures into magical slumber 1 turn. Fort Sv DC 15
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. DC 15 Will Sv
- Charm Person: Makes one person your friend. 5 turns. DC 15 Will Sv
- Disguise Self: 5 turns. This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Kami is injured, DC 18 Will Sv to maintain disguise.

Thursday, September 26, 2013

Fantasy Core RPG: Jianghu Setting-Lop Nar and the Empire

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

Lop Nar and the Empire

 It is not a land that welcomes the living.

Directly west of the city is the vast desert of Lop Nar, a former salt lake.  An ancient merchant route, the Silk Road, once skirted its edge on the way to Far West.  The desert has since covered the road and its settlements.  There are buried cities here, haunted by mummies (at tombs of the rich or holy) and ghosts (at graveyards) and other spirits (at oasis and fake oasis), but with generally of little value within. 

However, there are also lost temples, such as Bezeklik and the Mogao Caves





They were constructed by monks seeking isolation, who later hid their sacred texts and artifacts as marauding raiders and desert encroachment came upon them.  Often scrolls and other artifacts are sealed up in the walls.  There are rumors of a savage religious cult at the end of the Silk Road, who are responsible for its closure and who dream of one day conquering the Empire.


But for the Heavens, there is no worthy comparison.
To the East is the mighty Empire itself and far away is the magnificent capital, The Forbidden City and the palace of the Emperor and his court.  This is the seat of Manchu rule with their eunuch sorcerers.  They have held the Han people in their iron grip for over a century.  In spite of their rigid caste-like system, the Manchu are slowly are being absorbed by the native population, but for now they are clearly in charge.  While Shang-tu has a fairly minimal Manchu presence and a near egalitarian society (by comparison), the rest of the Empire is far more oppressive. 

The Emperor is an entirely unseen, mysterious figure.  It is known that he holds the ensigns of Divine power held in several ancient artifacts.

The Jeweled Spear of Creation (can bring the dead back to life)
The Divine Sword Kusanagi (can instantly kill anyone stuck)
The Divine Mirror (can see anyplace within the Empire)
The Divine Crown (telepathy, immunity to mind reading and control, and +4 to Int and Wis)
The Yellow Book of Divination (can always determine the culprit by turning to the dated page when the crime was committed)

Wednesday, September 25, 2013

Fantasy Core RPG: Jianghu Setting-Mongolia

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

Mongolia

Distant thunder on the plains. . . Storm?  Or the Hoard?
To the Northwest of Shang-tu are the barbarian Mongol horse-rider clans, who live as nomadic herders upon the steppe prairie.  While fierce warriors, they thankfully mostly war with each other, with only a few raids on the Empire.  The Great Wall keeps most of the civilized lands free from their molestation.  Unfortunately, Shang-tu is well beyond its protection and must rely on a strong, aggressive military presence to keep the barbarians at bay.  A few mercenarial  clans are paid by the Empire to help patrol the border and even as personal bodyguards (such as the Governor’s).    

To see the Hoard gather is a majestic death sentence.
Deep within their lands is the Mongol holy place, Karakorum, forbidden to outsiders.  The clans gather once a year as a pilgrimage.  A sacrificial wooden castle occupied with wooden statues is built just outside the capital to be burned down on the final day of meeting.  Clans usually also take the opportunity here to attempt to settle their disputes peacefully. 

Beneath the sacred ground is a labyrinth to the Underworld.  Mongol Shamen, and only them, enter the maze to gain enlightenment and to receive messages for the clans from their gods.  Sometimes, they elect a Khan (Overlord) to lead them in a cause, but seldom does this ever amount to anything.  Were they ever truly united, the Mongols would be extremely formidable force.    

A hard life makes a hard warrior.
They typical Mongolian warrior is fairly impressive, however hard nomadic prairie life and inter-clan warfare takes a toll.  There are very few warriors over 3rd level.  A 5th level warrior would be a major clan leader.  Anyone of a higher level than that could qualify as a Great Khan, if they can garner the support of the other clans.

Mongolian Warrior
1st Level Nomad (3rd Chief), Hp 9 (19), AC 14 (Leather and shield)
Fort +3 (+4), Ref +3 (+4), Will +0 (+1)
Melee: Short Sword 2 attacks/rd +2/+1 (+4/+2) 1d6+1
Spear 2 attacks/rd +2/+1 (+4/+2) 1d6+1, Charge 8 (9) dam
Ranged: Short Bow 2 attacks/rd +2/+1 1d6
Always has initiative vs. non-mounted opponents


The Spirits are always speaking to men, but few listen.
Mongolian Shamen are few and far between.  It is an oral tradition in this culture and only passed to one apprentice at a time.  All clans have one, but seldom more than that.  Most are only of 1st or 2nd level.  A powerful clan might have a 3rd level Shaman.  The top level and most respected Grand Shaman is 5th level and lives around Karakorum.  Independent of the clans, he would only serve a Great Khan.  Mongolian Shaman lack the Divine Radiance power, but instead have the Séance ability.  This is in keeping with their primary task of talking to the Spirit World.

Mongolian Shaman
1st Level Shaman, Hp 6, AC 12 (Hide armor)
Fort +0, Ref +0, Will +3
Melee: Spear +1 to hit 1d6
Immune to fear and charm effects.
Detect Undead/Demonic/Celestial 30’ radius
First Aid +1

Spell Check +2, 2 failures/encounter
DC 13 1st Level
-Magic Missile: 1d6 magic damage. Ref Sv DC 13
-Magic Weapon: Weapon gains +1 bonus as a magic weapon.  Encounter.
-Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Will Sv
DC 13


Séance skill: 1 turn ceremony, +2 (level + Wis Bonus).  DC 12 recent dead with body present.  If failed, knocked out 1 turn.  DC 18 to contact without a body or contacting non-human spirits. Others with a +1 Int and +1 Wis bonuses may join in, and they add +1 to the attempt.  The Shaman does NOT actually channel in the spirit, but it will manifest in a ghostly form.  It’s attitude and length of visit completely depends on the spirit and the Shaman’s intercession.  Must rest for 8 hours after any attempt.  

Tuesday, September 24, 2013

Fantasy Core RPG: Jianghu Setting-Wong-Fei and Wong-Sim

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

Wong-Fei and Wong-Sim

 The perfectly delivered threat should sound like a quite reasonable business opportunity. 

Wong-Fei once worked for the Tongs as a teen, but had a severe falling out with them.  But he learned well from them.  It’s where he got the idea for uniting the rural gangs.  Wong-Fei claimed to have met an Immortal upon fleeing the city, who helped him start his gang out in the countryside.  (The untold part of the story is that the Immortal handed him the Ring of Intention, described below.) 

If you’re using the sample adventure as an entry to this setting, Wong-Fei is already dead.  His passing was unusually curious and the circumstances doubly so.  (You can make up your own details.)  There are many in the organization who would like his death investigated, but propriety is forbidding them from doing so.  Wong-Fei’s last words to his gang leaders were that, his son was now in charge and then he made them swear their allegiance to him.  “Do not trouble yourselves with my death, rather, continue my work.”  There are no end of suspects if Wong-Fei was indeed murdered.


He’s not the Old Man.

That’s about the nicest thing that is said of Wong-Sim.  He’s in way over his head and has no idea how to run an organization as large the Brotherhood.  If Wong-Fei anointing him was a test, Wong-Sim is about to fail.  (If it was punishment from beyond the grave, events are proceeding on schedule.)  Right now, Wong-Sim doesn’t trust anybody in the organization, even the people who want to help him.  He has entertained the notion of an alliance with the hated Tongs to bolster his position, which has only further alienated him.  Wong-Sim has also turned to hiring outside mercenaries (ahem, player characters) for personal security and other tasks.

 Here’s another one of those hard choices.  Wong-Sim’s fall from power will have a cascading effect of consequences.  The internecine gang warfare starts immediately as warlord territories become fiefdoms.  Villages under one bandit warlord’s protection will be attacked by another trying to quickly expand their territory.  The military will get involved as soon as the taxes and food stop flowing.  Under martial law, the Triads will move in and begin to sow discontent.  The revolt will start as quickly as possible as the Imperial troops will be spread thin across the province. 

 The White Lotus will not be able to stop it from starting and may even throw in with the Governor to try and keep the revolt from spreading (their national movement isn’t ready yet).  With their allies in the Kinsai ninjas and the White Tile Dojo students, the White Lotus’ has some serious weapons at their disposal.  Meanwhile over the border, news of the revolt has reached the Mongols and they have elected a new Khan.  He has sent emissaries into Tibet for a possible alliance. 

Ineffectual as he is at the moment, Wong-Sim’s leadership of the Brotherhood is the only thing preventing a larger blood bath.  Certainly finding the killer of Wong-Fei (or at least framing someone) might help solidify his position, if for no other reason than clearing Wong-Sim of the act.

Wong-Sim’s magic items are a legacy from his father.  They are minor items as Wong-Fei did not rule through personal combat.  Currently however, his most powerful item was stolen off of his dead body, the Ring of Intention, a ring of mind reading.  (Wearer never surprised, can read minds up to 50’ away, but must be concentrating.)  The ring’s powers are not generally known.  Wong-Sim is expending quite a bit of effort to find it.     

7th Level Thief, Hp 24, AC 14 (+1 leather)
Fort +2, Ref +7, Will +2
Melee: +1 Short Sword (Slitter) +6 to hit 1d6+2
Sneak Attack: Successful attack and Stealth rolls (DC 12), 8 dam
Surprise Attack: Successful attack and Stealth rolls (DC 12), 12 dam
Ranged: +1 Short Bow (Stinger) +7 to hit 1d6 

+5 Detection
+6 Stealth, Escape Artist, Acrobatics, Climb

½ or no damage from failed saves

Monday, September 23, 2013

Fantasy Core RPG: Jianghu Setting-The Brotherhood

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

The Brotherhood of the Immortals

 Where there is no law, the Brotherhood rules.

Outside of the city, law and justice are scarce and arbitrary commodities.  Into this void steps the Lulin, or rural bandit gang.  In Shang-tu, there is one gang who essentially rules the countryside in the absence of a strong Imperial presence, the Brotherhood.  They were once a collection of minor gangs who terrorized the locals, before they were molded into a single organization by “the Old Man,” Wong-Fei.  He turned the gangs into a “protection society,’ keeping the villages safe from any outsider gangs, corrupt officials, allowing easy access to the black market for goods, and even a form of civic insurance in times of natural disaster and economic hardship, all for a fee. 

The villagers under the Brotherhood’s protection pay dearly for it, but it’s better than the alternative.  Villages not under their aegis are not molested by the Brotherhood, but are wide-open to depredations and catastrophe, as Imperial resources (who would love to discredit the Brotherhood) simply can’t cover them all effectively.         

The Brotherhood and the Imperial government are natural enemies, but neither side can truly dominate the other outside the city.  The Brotherhood maintains many secret hideouts and hidden fortresses in villages and in the wilderness, which they can disappear into after a successful tax heist or the murder of a corrupt official.  While the government can’t flush them out or destroy their villages, the Brotherhood is no where near strong enough to stand up to Imperial forces in a non-ambush situation and are forced to flee from them always.

Strangely, the Brotherhood is not an ally of the Triads either.  The Brotherhood (under the Old Man, at least) had no desire to start a rebellion.  The Brotherhood actually has something of a symbiotic relationship with the government and would hate to see it disturbed or the current regime replaced by something more efficient.  Further, they have NO love of urban Tong gang and will be damned if they’ll ever serve them.  It is rumored that this acrimony is personal to Wong-Fei, but it may just be that they don’t want to share their territory with them, being as they essentially work in the same manner.  The White Lotus and the Brotherhood trade information, but are hardly friendly with one another, as White Lotus is seeking a revolt as well.

Friday, September 20, 2013

Fantasy Core RPG: Jianghu Setting-Kinsai Village

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

Kinsai Village

 There is nothing of interest going on here.

This is a perfectly nondescript peasant farming village, happy, prosperous, and lacking any criminal activity.  They are always accommodating to the tax collectors.  The Brotherhood is paid a nominal protection fee, but never called upon for service.  Indeed, Kinsai is often held up by the Governor himself, as a model village. 
  
What the Governor and others in the know are aware of, is that it is also a ninja clan training school (a Ryu).  In addition to a large number of highly trained assassins living there, the villagers are all vaguely related and are absolutely loyal to one another.  There is a precarious, informal relationship between the Kinsai clan and the government.  Neither side dare overly antagonize the other.

While Kinsai village could not stand against a full military assault, but certainly the military rues the thought of attempting it.  It is a virtual fortress.  Oh, it looks unassuming, but any building is a potential stronghold.  There are underground training warrens of unknown depths beneath the village that would be a deathtrap to invaders.  If the village was lost, it would only accomplish scattering a clan of vengeful assassins around the province.  So long as their activities are discreet, the government pretends they aren’t there.  Thus the clan carefully considers any job offer in Shang-tu province.

Though the Kinsai clan is not allied with the government, their relationship keeps the Triads from courting them.  The White Lotus respects their arrangement, but still hires them for various espionage activities, as well as for rescue operations and even abductions.  Given their profitable long-standing relationship, the ninjas and the White Lotus could have a more intimate relationship if things change in the province.  A few wealthy, powerful individuals who have heard of the ninjas and are able to contact them professionally, might offer a contract for an assassination, but the ninjas are very selective about such things locally.  Mostly, their ninjas are “exported” for hits in other parts of the Empire.


Ninjas are more deadly with age, as their skills have peaked and they welcome death.

Jonin leader Ren-Su Kinsai “Grandfather”

Ever calm, gracious, soft-spoken, never demanding, Grandfather is always a perfect gentleman.  And why not?  He is in a position of unquestioned power in the province, surrounded by fiercely loyal, skilled warriors, and he is nearly death itself in combat.  However, he is of a mind to only subtly influence events, never to force his will.  He will only give martial sanction within Shang-tu province, if there is no other option.

10th level Ninja, Hp 42, AC 14* (None, but has Shadowy ability) Enhanced initiative +4
Fort +4, Ref +11, Will +8
Melee: +1 Wakizashi (Shock) +12 to hit 1d8+2 + Shock DC 18 Fort Sv or paralyze 1 turn.  
Shadowy: DC 12 Ref Sv to avoid first hit in rd, DC 18 afterward
Vanish ability
+8 Detection (Traps, ambushes), Detection (Trapped items)
+9 Stealth (Hiding, sneaking), Escape Artist
+8 Acrobatics (Balancing, jumping), Climb

There are four other members of the Jonin ruling council, all 9th level, and for the most part, much more aggressive and assertive.  Grandfather doesn’t consider any of them ready to take leadership, and keeps them on a short leash.  The village is full of lower level ninjas: male (mostly trained as assassins, Genin, or for espionage, Chunin) and female (Kunoichi, mostly trained in espionage, infiltration, and psyops).

Thursday, September 19, 2013

Fantasy Core RPG: Jianghu Setting-Villages

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

The Villages of Shang-tu Province

Were there no villages, how could the cityfolk think themselves superior?

A panoply a minor villages surround Shang-tu outside its walls and around its province.  Usually they have a particular industry present around which the town has been established.  This isn’t meant to be a comprehensive list.  Add new villages whenever you desire them.

A typical village will have a lord or mayor in charge (with little authority), a small force of constables (ineffectual and corrupt), and will be serviced on a regular basis by a travelling magistrate (to adjudicate legal cases).  Army units typically only show up to escort tax collectors and other officials (unless the village services an army post).  With little organized authority running them, many villages turn to the Brotherhood to keep the peace.

Governor Yu distrusts the rural community, as he has little control over it.  Almost regardless of any act of rebellion, the villages can’t be destroyed, because they provide food for the city, and such an act would embarrass the Governor to the Emperor.

Welcome to the very end of the civilized world.

Shinju-Mata

The starting village in the sample adventure.  If Shang-tu is considered the end of civilization, Shinju-Mata is the very end of it.  It is a hardscrabble prairie town near the desert, mainly focused on herding (there are several Mongols in town who work on the ranches) and some subsistence level farming.  A regular army patrol comes by once a month to make sure the village is still there.  They are not terribly welcome as they also come with a tax collector and a travelling magistrate.  The village ruler is the honorable Lord Hanso.  Should the characters make an ally of Hanso, they will always have a place of refuge with him.


Just take a deep whiff anywhere around the lake.  You can’t miss it.

Kan-Chou

One of the many fishing villages around Lake So.  This is probably the preeminent one, being closest to the city.  It is a hustling, bustling port for transporting goods.  It is better known for its large fish market, or should I say, the smell from said fish market (DC 12 Fort Sv or sickened 1 turn, the first time a character encounters it).  The town merchants are all in the hands of the Water Rats, the nautical division of the Tongs.  The other fishing villages actively fight to keep them out and occasionally suffer for it.  However, the Kan-Chou fishermen do little better for serving them.  


We break the mountain as the mountain breaks us.  Who falls first?  (A miners’ song)

Chinju

One of the many mining villages that dot the mountains around Mount Tien.  (No mining or logging is permitted upon the holy mountain itself.  The dragon, Gemma, doesn’t appreciate the disturbance.)  This particular mine works at an iron vein and is one of the most prosperous.  Deeper and deeper they dig.  What will they find at the bottom?  Like most mining towns, these are company towns, hostile to secret societies, bandits, and the government.  Chinju maintains its own private security force (made up of mercenaries) to keep the mine safe and the workers in line.  This mine also attracts many Tibetan workers, ill trusted and badly treated.   


Let the devil come!  We’ll chop him down too!

Lin-Ju

Around the mountains is the large, thick Soon Forest.  It is the supply of wood for the area.  Ken No Sen owns the only logging consortium, and Lin-Ju village is its headquarters.  His rule is absolute and unchallenged there, backed up by a powerful force of mercenaries.  Again, there is little outside influence pressuring this village.

There are a multitude of logging camps dotting the mountain range, only held together by the iron-discipline of the supervisors.  Frankly, these woods are a scary place.  In spite of the loggers’ bravado, the deep woods are generally avoided.  That is the domain of demons and kami, usually plotting mischief and destruction against men.  There is a hidden evil temple in the heart of the forest, ruled by Dai the Vampire Lord, which draws them.  (Vampire Lord stats will be in the Monsters section.)


It is a village of a few notable vices.

Chang-li

This village services the needs of the frontier fort of the same name.  It borders Mongol lands and is subject to the occasional raid (and inevitable retaliation).  While the main business of the village is herding and farming to sustain the garrison, it is more infamous for its other services.  As an analogy, this is your typical Wild West town, filled with bars, gambling dens, brothels, and a thriving black market.  Neither the Brotherhood nor the Tongs rule here, that would the Chang Gang, a hegemony of local crime lords, but they often butt heads here over influence and the sale of illicit goods. 

The soldiers here are all hard-bitten veterans.  If they party hard, it’s because death is potentially just over the horizon if the Mongols ever unite.  (Perhaps ironically, there are many Mongol scouts employed by the garrison.)  There is no talk of rebellion or insurrection here and anti-government sentiments are not welcome.  Troops (MP’s) are everywhere in town, keeping rowdiness from getting out of hand.  The garrison is always on alert and patrols are constantly going in and out of the fort.  Also of note is the master blacksmith there, Uncle Sho.  He is the finest in the province and can reputedly forge magic weapons, if provided with the right material.


An ill omen, like hearing news from Ebisu.

Ebisu

This is an abandoned village.  Officially, it is under quarantine from a plague.  Unofficially, it is haunted from some sort of horrific demonic summoning ceremony gone wrong.  Either way, most people go out of their way to avoid it.  It is however a hideout of the Brotherhood, though they only go there as a last resort.  They apparently have some means of staying there without fear of a plague or supernatural molestation.  There are extensive underground areas beneath the village that the bandits share with other, more dangerous, denizens.  

Wednesday, September 18, 2013

Fantasy Core RPG: Jianghu Setting-Faith and Divine Favor

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


Faith and Divine Favor

The Mandate of Heaven is absolute. . . for now.
The current Emperor and his dynasty have the current Mandate of Heaven.  He can trace his lineage to the Celestial Emperor, who rules the Heavenly Bureaucracy.  However, a dynasty can be seen to lose divine favor and be replaced.  Events such as a severe economic downturn, rampant natural catastrophes, foreign invasions, open rebellion, and personal embarrassment are seen as the signs of losing favor.

Confused?  We have a god for that.
The current Faith of the Empire is a mixture of several native and imported religions and philosophies that all interlock fairly effortlessly.  Old deities have been absorbed into the pantheons of newer ones as they are ideologically compatible.  People honor and seek the advice of family ancestors, placate an array of minor deities ruling everyday responsibilities, and attend festivals and holy days at temples to worship the major ones.  Outside the Empire, the mountain people of Tibet share a similar version of faith, while the Mongol tribes practice a shamanic-centered faith that intercedes and communes with the Spirit World.

The sweetest fruit on the tree is the hardest to get at.
Of particular interest in Shang-tu is the legendary presence of the Palace of the Queen Mother of the West and her orchard, where the Peaches of Immortality grow.  The palace is located at the top of Mount Tien, though it can only be reached via the Floating Bridge of Heaven (a rainbow).  All of the pantheon of deities, as well as a select few mortals, visit the orchard to eat the peaches there.  A group of eternally young and beautiful women, the Jade Girls, serve, tend, and protect the orchard.  (They are deadly, yet leave smiles on their victim’s faces.) 

Lineage makes a king, apprenticeship makes a craftsman, battle makes a veteran, but immortality is by faith alone.
A few individuals have achieved a sufficient level of faith that they have been invited to the orchard to become the Immortals and to serve the gods.  Unlike the pantheon, the Immortals still walk the earth and actively enter into the affairs of men.  In their various guises, they may be acting as divine messengers, delivering divine missions, looking for help to right injustices, spreading and promoting virtuous ideals, offering wise advice and pertinent information, and even testing the honor of heroes.  Immortals can appear and disappear seemingly at will and for (as seems to mortals) whimsical reasons.  Serving an Immortal also has the possibility of leading to immortality for the characters too.

These Immortals can be compared to the Eight Immortals of the Tao or the Seven Shinto Gods of Good Fortune.  While they may be appear in different guises, an Immortal usually has one or two distinctive traits.  All of them are often portrayed as being drunk as well.  Here are a couple of examples:

I am not riding backwards.  I have merely lost my way and am attempting to find it.  However, I am in too much of a hurry to stop my travels, so forward I go. (Hic)
Zhang the Traveler: A powerful necromancer, Zhang rides a white donkey, seated backwards.  The donkey can be folded up and then restored with a sprinkle of water and can cover 1000’s miles in a day.  Zhang is usually searching for the Lotus Sutra, a lost book of prayers.  He may enlist others to help him track it down, however Zhang and his companions will only ever find one page at a time.  Strangely, the verses on the page will always relate directly to the companions’ current situation or a future one, and offer guidance and insight.

Blessed am I that such honorable, noble, and virtuous gentlemen have crossed my path when I am in such desperate need.  (Hic)
Li the Beggar: A disreputable-looking character, Li walks with the aid of an iron crutch, a gift from a goddess.  He is a master of medicine.  Li is in possession of the Magic Alms Bowl.  It is never emptied of money, but only a few coins will ever be present.  Li often loses the bowl and may enlist the aid of others to find it, mostly because it tends to cause problems for whoever is keeping it. 

Tuesday, September 17, 2013

Fantasy Core RPG: Jianghu Setting-The Everlasting Temple

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

The Everlasting Temple

The temple itself was only made of stone.  It was the knowledge within that was everlasting.

The knowledge of martial arts is broken down into many different schools and styles, as well as health and medicinal techniques.  It was not always that way.  Once, all of this knowledge was collected into one style and lifestyle.  It was there at the Everlasting Temple that the Five Elders taught their disciples how to live a long harmonious life and how to defend themselves with the ultimate fighting style. 

As the Manchus took power over the country, the Elders resisted them.  Eventually the Manchus brought the war directly to the temple.  After an inglorious slaughter of their troops, they resorted to hiring dishonorable foreign mercenaries with weapons of cowardly technology, rather than skill and bravery.  As the temple fell at last and all was lost, the Five Elders hastily divided up their knowledge scrolls of martial arts, herbal, alchemy, and medicine amongst themselves and escaped via secret tunnels.  They vowed to spread their knowledge far and wide, in hopes that someday their people would be strong enough to throw off the Manchu rule.  There are, however, persistent rumors that one of the Grandmasters was in fact a traitor and that betrayal was what actually lead to the fall of the temple.

So goes the legend.  It is also supposed to explain all of the myriad number of fighting styles and health techniques.  There is some truth to the story, but it has been greatly enhanced and expanded upon.  The Everlasting Temple, which was obviously not so everlasting physically, was razed to the ground.  Its actual location has been lost, though many imposter sites are claimed.  There were Grandmasters present there, who did escape with scrolls of their knowledge. 

Any genuine written artifact by the Five Elders would be highly sought after, and there are many lost scrolls referred to in various legends.  If it is complete and can be deciphered, incredible Special Techniques or amazing knowledge could be learned.  Some martial artists in a deep state of mediation at certain holy sites (such as Heaven’s Gate on Mount Tien) have said to have visited the temple in spirit and learned directly from the masters there. 

[The Tibet post I made on Friday was an out-of-order accident that I just noticed today.  I've cleaned up the formatting a bit on it.]

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.