Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Thursday, December 13, 2012
Fantasy Core RPG--Permanent Demonic Pacts
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Permanent Demonic Pacts
-----------------------------
The truly dangerous spellcasters are the ones who become monsters. The Wizard Council and paladins will immediately hunt these creatures down wherever they are found to exist.
While you can simply use standard monster stats, I'd suggest individually crafting them, picking unique powers, stats, and spells. Also, do not accept this list as comprehensive nor authoritative. There are many other differnet traditions for these creatures, please exploit them. For example there are Nosferatu vampires, vampires with capes, vampires that sparkle in sunlight, vampires that are OCD about counting, and vampires with a fetish for breakfast cereal. (Or other examples that are much less ridiculous.)
(Sidebar: In the Macedonian tradition, millet grain is put in the coffins of the dead suspected of being vampires. They will compulsively start counting the grain and that keeps them busy indefinitely. Connecting the dots, this means that The Count from Sesame Street isn't obsessed with helping children learn about numbers, it is simply an aspect of his undead nature.)
Lycanthropy (Werewolf)
---------------------------
- HD 4d8, BAB +4, AC 14 * see below, Fort +4, Ref +4, Will +4
- Damage Claw (or wolf-bite) 2d4
- Up to 2nd level spells in human form. Will take full wolf or man-wolf form under full moon to feed.
A low-level warlock or witch allows themselves to be possessed by a demon, which wants to feed on human flesh. These are usually those who have unwisely attempted forbidden spells at a low-level of experience and gotten themselves possessed in the process. Higher level magic users are generally smart enough to not be taken over so easily. Of course, homicidal maniacs or those hysterically seeking vengeance may willingly seek out the possession. There are those rare individuals born with the shapechanging ability (a supernatural conception of some sort). They are not necessarily malevolent and may have much more arcane power. A prince of werewolves, a powerful warrior and wizard, may actually be a ruler and hero to those under his protection.
They are invulnerable to normal damage, but can be hurt by silver and magic weapons. They are not undead, nor immortal, but are very powerful. Under each full moon, they are compelled to cast a spell to take the form of an animal (such as a wolf, but other types are possible), requiring the hide of the animal, an enchanted oil, and a ceremony. The caster becomes the animal for the duration of the spell, without any human intelligence. They will lose conscious memory of their actions while in animal form. While in animal form, they must feed on human flesh to maintain their abilities. Evil witches and warlocks often run in a pack with other so infected members of their coven.
Lichcraft
----------
- HD 10d12, BAB +5, AC 19 * see below, Fort +3, Ref +3, Will +7
- Damage Claw 1d6 and -1 level XP
- Up to 5th level spells (and beyond).
A high-level warlock uses forbidden magic to become a skeletal undead and thus immortal. Its soul is contained in a small object, a phylactery. They cannot be permanently killed as long as their soul object is intact (they will reform within a day). They mostly shun human contact and work through intermediaries. This procedure is usually done to allow the warlock an unlimited amount to time to study the arcane and work on long-range plans. They are immune to normal weapons. Those drained to 0 XP by their touch become permanent thralls of the Lich. Liches may keep thralls by HD equal to their own HD in service.
Mummy Wrapping
---------------------
- HD 8d12, BAB +8, AC 19 * see below, Fort +4, Ref +2, Will +8
- Damage Slam 1d12 and -1 level XP
- Up to 4th level spells.
A fallen paladin cult leader near death uses forbidden magic to become undead and thus immortal. Its soul is contained in a small object, a Ka. They cannot be permanently killed as long as their soul object is intact (they will reform within a day). They mostly shun human contact and work through intermediaries.
Ancient holy men used this procedure to eternally protect a tomb or temple or such, some with the possibility of being roused in the future to rule, in which case a cult may be servicing the mummy's abode. The modern practitioner has hopes of being an eternal king. They will wear golden masks and such to hide their appearance. They are immune to normal weapon damage. Magic weapons and fire do full damage. Those drained to 0 XP by their touch become permanent thralls of the mummy. Mummies may keep thralls by HD equal to their own HD in service.
Demon Knighthood
-----------------------
- HD 9d12, BAB +9, AC 18, Fort +6, Ref +3, Will +6
- Damage two-handed demon sword 1d12, causes maximum damage on a hit with a natural 16
A fallen paladin turned to an immortal armored undead skeleton. They endure this rite because they were close to death anyway and are desiring eternal vengeance, or have been otherwise corrupted. These are powerful warriors with a demon-possessed magic sword (their armor and sword disintegrate upon defeat, or alternately the Ref may allow foolish player characters to attempt to use them and have to fight off constant attempts by the items to corrupt them).
Physical death turns them into a spirit, until they reform into a demon knight again in 24 hours. Consecrating their remains in a holy shrine is only way to finish them. They can actually be harmed by normal weapons and cannot cast spells. There are rumors of a shadow Circle of Elders who command the demon knights, whose true motivations and goals are unknown.
Vampirism
-------------
- HD 8d12, BAB +8, AC 17 * see below, Fort +6, Ref +4, Will +6
- Damage Slam 1d6 and -1 level XP
- Up to 4th level spells.
- Most vampires also have individual banes and abilities, like turning into a bat or repulsion to garlic, but it varies from one to another.
A sorcerer, warlock, or fallen paladin allows themselves to become possessed by a nocturnal demon with a blood fetish. Likely this rite was enacted because their bodies had been damaged by dangerous spell use. They become undead and immortal, and also physically renewed and un-aging. They are required to drink human blood every night to maintain their immortality. They are destroyed by sunlight and by other means, and can be hurt by magic and silver weapons, but are invulnerable to normal damage. They also drain XP with each hit. Those drained to 0 XP by their touch become permanent thralls of the vampire. Vampires may keep thralls by HD equal to their own HD in service.
Succubi (f)/Incubi (m) Inhabitation
--------------------------------------
- HD 6d8, BAB +6, AC 16 * see below, Fort +6, Ref +6, Will +7
- Damage Claw 1d6 or by weapon
- Charming DC 18 Will sv, will do the demon's will for 1 turn if used on an unsuspecting victim, but only 1 rd in combat
- Soul-Draining Kiss -1 level XP, can only be used on charmed victims, if used in combat, the demon and victim are both helpless while engaged.
- Up to 3rd level spells.
- Has ethereal wings.
A witch or wizard fully possessed by a lustful demon, using their host body for sex. This rite was enacted to fulfill an obsession the caster already had. They are not actually undead, but are immortal, so long as they have daily sex (with an energy drain). They are un-aging and perfectly beautiful with a powerful charming ability. They drain XP with each sexual encounter, which often kills the partner. They are invulnerable to normal weapons, but can be hurt by magic and silver weapons. They are rivals with vampires, as they both feed on the same stock. Sex demons don't keep permanent thralls, in fact they won't have sex with the same person twice.
Haunting Spirit (Oriental Setting)
-------------------------------------
- HD 10d12, BAB +5, AC 19 * see below, Fort +7, Ref +7, Will +7
- Damage touch 1d6 and -1 level XP
- Up to 5th level spells (and beyond).
- Flight and invisibility/intangibility (they cannot attack while in this state).
A high-level evil shaman may voluntarily transcend physical existence to haunt an area as a ghost (or may be haunting the place of their death). They have full powers and will be invulnerable to physical attack (but not magical). They drain XP with each hit. They do not keep thralls. Ghosts are cunning, but are nearly mindless in their rage to haunt. To deal with a ghost, they must be defeated (0 hp) and their haunt consecrated. Given their nature, they usually have to be baited and trapped to remain tangible long enough to be defeated.
Wednesday, December 12, 2012
Fantasy Core RPG: The Warlock
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Warlock (Oath-Breaker)
These
are the users of Forbidden magic. They may or may not still have their
sanity. They have been trained by and
later left the Order of Wizards.
Low-level
Warlocks
are normally hunted down, perhaps reformed.
High-level ones are more problematic as they may be part of the Wizard
Council and their activities well hidden (with many loyal apprentices). The Council may even negotiate an arrangement
with renegades of the highest-level, rather than confront them.
Warlocks
are usually desperate for more magical knowledge, items, or looking for
sacrifices. They may be young and
foolish wizards adventuring to find more power.
Or, they might be recluses delving fanatically into research, paying
others to do the legwork. Or even just
plain nuts, who have snapped from what they've learned. They are dangerous if provoked or if their
whimsical desires are being actively thwarted.
They may have permanently summoned monsters and undead in their service.
A 10th
level Warlock may have Wizard apprentices up to 4th level. It’s unlikely they would teach them to be any
more powerful than that.
Tuesday, December 11, 2012
Fantasy Core RPG: The Fallen Paladin
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Fallen Paladin
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Fallen Paladin
(Heretic, Blackguard, Death Knight,
Anti-Paladin, Cult Priest)
Low
level Paladins are typically always obedient and faithful. It's the higher-ups (6th and up)
that may go mad or become greedy and obsessed with power. Fallen Paladins require excommunication with
extreme prejudice. These Paladins likely
also have an assortment of Wizard spells at their disposal, along with servant
Undead creatures. 10th level
Fallen Paladins may even have permanently summoned demonic pets (gifts from
their supernatural benefactor).
They go
by different names depending on their mania: Heretic (secretly preaches blasphemy abroad or within the Circle of
Elders), Blackguard (sold themselves
out like a mercenary), Death Knight
(serial killer), Anti-Paladin
(serial killer of other paladins). Some
Fallen Paladins may become Cult Leaders. Many Paladins already have a fan
following. This just takes it to the
next level. Cult Leaders typically has
some sort of master plan for themselves, their followers, and anyone with whom
they disagree.
Supernatural Pact
To
become a Fallen Paladin, they must make a Pact with a supernatural entity, who
is likely quite malevolent. This allows
them to gain the Arcane power that they desire, along with other abilities. Their stats remain the same. They also advance as Paladins with the same
HD, BAB, and Saves. The Fallen Paladin’s
powers are detailed below.
Arcane Spellcasting
● Fallen Paladins gain spellcasting
abilities equal to a Wizard of the same level and advance the same as
they. They have the same 3
failures/encounter restriction and figure their Spellcheck the same. They are able to cast Non-Ceremony spells
while wearing their armor, due to their martial training and Str and Con
abilities. For Ceremony spells, they
must be unarmored.
● However, they will start off
without a spellbook and will not have automatic access to new spells with
higher levels. Since they probably have
a low Int score, their spellcasting ability is likely not very good, especially
with high-level spells. At 10th
level, they are not able to convert XP to improving their Spellcheck, nor can
they cast above 5th level spells.
Unholy Weapon
● Instead of their Smite ability,
Fallen Paladins gain a magic weapon (of their choice). The Bonus for the weapon is equal to ½ their
level (up to +5), and it improves as they gain levels. Paladins struck by the weapon are also
Stunned for 1 rd, in addition to damage.
● It is possessed by minor
demon. Anyone else handling it must make
a DC 18 Will Sv to be temporarily taken over by the weapon for 1
turn/encounter. Making the Save, allows
one to control the weapon, but its enchantment will only be +1. Failing three Save attempts, the handler
becomes a permanent thrall of the weapon.
Immunities: Fallen Paladins are immune to fear
and charm effects.
First Aid: A Fallen Paladin knows how to apply
first aid to heal the wounded (though it’s unlikely they would ever do so).
Paladin Spells:
Fallen Paladins use their Wis bonus + ½ level to cast these special spells.
Encounter
Spells: May be
attempted once per turn/encounter, DC 12
to cast.
● Cause Fear: One creature of 5 HD or less
flees for 1d4 rounds. (Will Sv)
● Command Undead: Undead creature obeys your
commands for 1 turn/encounter. 1 HD/level. (Will Sv) Forbidden
spell.
● Darkness: 20-ft. radius of supernatural
shadow. 1 turn/level.
● Demonic Charm:
Any demonic, undead, or summoned creature permanently cannot attack the Fallen
Paladin. Must have less HD than caster.
● Detect Magic:
Detects spells, magic items, and magic creatures within 60 ft.
● Detect
Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10'
radius/level.
Daily
Ceremony Spells (DC 12): May be attempted once per day. Requires
1 turn to cast. Lost for the day if interrupted.
● Animate Dead: Creates undead Skeletons and
Zombies 2/level. Can permanently control up to 4 HD/level undead total. Forbidden spell. Requires corpses or full skeletons.
● Commune: The
Fallen Paladin’s patron entity answers one simple question.
● Summon Monster: Calls extraplanar creature to fight for you for 1
Turn/Encounter. Forbidden spell. The level
of this spell is equal to the highest level they can cast.
Daily
Ceremony Spells (DC 18): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
● Create Undead: Creates 1 Ghoul, Shadow, Wraith,
Spectre, or Wight. Can permanently
control up to 4 HD/level of undead total. Forbidden
spell. Requires a human sacrifice (willing or unwilling) and 100 gp/HD in
materials.
● Unhallow:
Designates a location, such as a building, as unholy for 1 day. They add +2 to Ceremony
spells and +2 to other Spellchecks. Paladins
lose their Smite ability and any other Divine abilities while inside. Celestial entities may not enter.
Monday, December 10, 2012
Fantasy Core RPG: Witch Doctor/Village Shaman
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Witch Doctor/Village Shaman
Level
|
Base Attack Bonus
|
Ref Save
|
Will Save
|
Spell Level Limit
|
|
1st
|
+0
|
+0
|
+0
|
+2
|
1
|
2nd
|
+1
|
+0
|
+0
|
+3
|
1
|
3rd
|
+1
|
+1
|
+1
|
+3
|
2
|
4th
|
+2
|
+1
|
+1
|
+4
|
2
|
5th
|
+2
|
+1
|
+1
|
+4
|
3
|
Description: These are the types of Wizards found in barbarian
areas or among humanoids. They may be
tribe or clan leaders, or close associates of the leader. For the most part, they are motivated by
helping their people and keeping their personal status secure. They typically have a hodge-podge of Wizard
spells and are always very desirous of acquiring more.
● Their power may be innate Arcane or
Divine with a supernatural Pact providing additional abilities. They are ill trained with smattering of
talent and a few traditions and maybe an elder to guide them. But, they are highly motivated to become
proficient in the craft (likely under pain of death). These primitive
spellcasters will highly jealous of anyone displaying more magic skills than
themselves.
Hit Die: d6.
Prime Abilities: Int and Wis.
Subprime Abilities: Str and Con.
Weapon and Armor Proficiency: Witch Doctors
and Shaman are proficient with primitive daggers (50% chance to break on max
damage), clubs, short bows, darts, and staves. They typically do not wear armor
or use shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, spell scrolls, hide parchment,
quill and ink, fetish bag, dagger or staff.
Spells
A Witch Doctor or Shaman starts with a precious collection
of spell scrolls, likely legacy items from their predecessors. Their starting spells would be sparse and
random. Figure 1 + 1d4 0-level Wizard
spells plus 1d6 1st-level spells. As they rise in level, they would understand
more of the scrolls the tribe owns, perhaps 1d4 2nd and 1d4 3rd
level spells. New spells would have to be bought, bartered, found, or stolen. The spellcaster must copy the acquired spells
on to scrolls and practiced before being used in the field. Assume a day per
spell.
Spellcasting
Witch Doctors and Shamen know a handful of spells, but they are
pretty good at casting them. They may
cast any spell they know by making a Spellcheck:
Int bonus + ½ level vs. DC 10 + Spell Level. (Cantrips are DC 10.) With 3 cumulative failures in a
turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell
level that they can cast. A spellcaster
must roll to activate a spell, even if their Spell Check is greater than the
spell’s DC. A Natural 1 is a Botch, meaning all spellcasting is immediately
suspended until the caster has had 1 turn of rest. A Saving Throw against a spell has a DC of 12 + 1/2 caster level.
Witch Doctors or Shamen will cast Forbidden
Spells without any ethical concerns.
They cast Ceremony spells as Wizards. They may attempt Ceremony spells over their
Spell level, but will likely need a sacrifice
to have any shot at it working. There is
the possible loss of Wis points from blowing such spells.
Special Spellcasting Abilities
Witch Doctors or Shamen also innately have these
supernatural abilities. Use their Wis bonus + ½ level to cast them.
First Aid: They know how to apply first aid to
heal the wounded. (Not actually a spell,
but a skill.)
Magical Healing: They may fully heal all hp
damage Wis bonus x a day, including themselves and those below 0 hp, but not
yet dead.
At Will Spells: (Does not require a casting
roll.)
● Detect Lies:
Detects knowingly told falsehoods.
● Detect Magic:
Detects spells, magic items, and magic creatures within 60 ft.
● Detect Poison:
Detects poison in one creature or object.
● Detect
Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10'
radius/level.
● Light: When
cast on an object, it shines like a torch.
Can only have one such object active at a time. Lasts 1 turn, but may be dismissed at will.
Encounter Spells: May be attempted once per turn/encounter, DC 12
to cast.
● Gentle Repose:
Preserves one corpse. Permanent.
● Neutralize Poison:
Detoxifies venom in or on subject.
● Remove Disease:
Cures all diseases affecting subject.
● Remove Fear:
Suppresses fear in a subject for 1 turn/encounter.
Daily Spells: May be attempted once a day, DC 18 to cast.
● Break Enchantment:
Frees subject 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.
Hovering over the self-destruct button
The NFL's popularity has more-or-less eclipsed that of all other sports combined. (Of course, most sports fans are fans of more than one sport.) This isn't news. All of the major TV networks partake of the NFL. It is in fact what makes them major networks. Even natural disasters like Hurricane Sandy are momentarily ignored to get a game in in New Jersey. Other natural disasters like the Democratic National Convention might cause the Opening Night of the NFL to be moved up a day, but that was only to curry political favor.
Almost the entirety of national sports talk radio revolves around the NFL. The sport has it's own network (such as it is). There is an unknowable amount of income redistribution involved each week in all forms of betting associated with the game. Events that occur in-game and out of game involving NFL players are national news. No other sport is going to significantly diminish the NFL. No other televised event is going to compete with the NFL. Nothing.
That's why it keeps teetering on the verge of self-destruction. It's what happens to everything that reaches it's full potential, from nations to individuals. Why does Caesar Augustus arbitrarily limit the size of the empire only to set the stage for collapse later? Who decides "that's all, no further?" Why can't a sport just get successively more popular? Who knows?
What I do know is that it happened to the MLB. A lethal series of labor/ownership disputes culminating in the cancellation of the 94 World Series killed the sport's popularity. (Yes, there have been other problems.) While the NFL was more popular well before this, baseball was not looked down upon as it is now. I personally totally resent the unspoken current belief that baseball is somehow a kid's game that one outgrows before moving on to more serious "adult" sports. (That would actually describe soccer, by the way.) The MLB somehow learned from its mistakes and hasn't had a problem since, but it's too late now to regain its prestige. (I say "somehow." They damn near had a stoppage in 2001, after 9/11, after one of the best World Series ever. Almost happened again the next year, until Angel fans of all people, threw a small riot right before it happened, sending both sides back to the bargaining table.)
Is the NFL really trying to destroy itself? Well let's see. Last year there was a pointless lockout. What was that about? Who won? I remember sports talk radio becoming increasingly nervous as it dragged on. They might have had to start talking about other sports!
As the season started and then wore on, there was only one topic of discussion: Tim Tebow. The only object of this attention was assassination because of his faith. Whatever quality his skills as a quarterback were, all he did was lead his team into the playoffs and a first round victory over the Steelers. All this government/media complex Agenda against him did was get him run out of town and piss off Christians. I get a bad taste in my mouth over the NFL just thinking about it.
Oh, and then the concussion scandal in the off-season. Why, all these players hitting each other might be an unhealthy lifestyle. Gee, we should all feel really bad about watching football because we're watching these guys brain damage each other. Now the league is facing lawsuits from former players (the current players wouldn't dare). I'm not sure what the basis of the suit is other than the NFL has a lot of money. It's not like these guys didn't know this was a potentially dangerous sport, and the league has made safety improvements over the years. Personally, I think these players should sue each other. The league didn't give them a concussion, other players did.
What do we start this season off with? Another labor dispute. This time with the referees. Everybody got a bug up their ass about the "integrity of the game," and "player safety." These are two items at the bottom of the list of reasons why they watch the games. To be blunt, I couldn't tell the difference between the replacement refs and the regular refs. A bunch of lousy judgement calls and non-calls over unenforceable/indecipherable rules that decide games. I've questioned the "integrity" thing for years. It's probably just me. Ever noticed that with ever increasing replays during the game, calls are still blatantly gotten wrong? One has to question the real purpose of replay. At least it generates CONTRAVERSY, the almighty goal of the media.
Then there was the murder/suicide last week. I'm not going bother with any of the details of the incident. After all, they still played the game the next day since the guy wasn't famous. Somehow this was blamed partly on concussions before Bob Costas, showing himself to be a true tool of the Agenda, made a political rant out of it, basically decrying the Second Amendment. Whatever the merits of the argument, was a half-time show the place to do it? Polarize your audience some more. Nicely done.
Let's start discussing major rules changes to help lessen concussions. Float out some trial balloons on eliminating kick-offs. Let's open Pandora's Box to fundamentally changing the game. But that doesn't matter. Let's break down the three classes of football fans.
The Old Fashioned: They actually watch the games and root for their favorite teams to win.
Traditional: They're watching the ticker and only care about the results for the points spreads and wins and losses in their office pool.
Modern: They're watching NFL Red Zone. Winning and losing and the score only vaguely matter. They only care about player stats for their fantasy teams.
With these kinds of fans, the format of the game is irrelevant. Good ahead and change it all you want.
Now there's some kind of vehicular manslaughter case involving the players this weekend. Gee, I wonder what Bob's hard-hitting rant will be this Sunday. Maybe something about Global Warming and how people need to stop driving cars. Let's use football as a vehicle (pardon the pun) for promoting all sorts of causes, like wearing pink to show our solidarity with gay marriage. It's great to see NFL players "come out of the closet," so to speak. . . What? Breast cancer awareness? Really? Well, I wasn't aware of that. Learn something new everyday.
What was the point of all this ranting? Let me tell you: Everything except the games themselves! That's what the NFL has totally become, everything but the games! Even the Superbowl is all about the ads and the parties. The teams participating are irrelevant to most of the people watching. I remember a radio host actually saying last year, "Thank God for Tebow, otherwise there'd be nothing to talk about this season." Yeah, there's plenty of buzz surrounding the NFL, none of it involving great performances on the field every week. They can't improve the sport. They can't make it more popular. The only thing left is to destroy it. Are the self-destruct warning bells going off for you now?
Friday, December 7, 2012
Fastasy Core RPG: The Gypsy
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Gypsy
Level
|
Base Attack Bonus
|
Ref Save
|
Will Save
|
|
1st
|
+1
|
+0
|
+2
|
+2
|
2nd
|
+2
|
+0
|
+3
|
+3
|
3rd
|
+2
|
+1
|
+3
|
+3
|
4th
|
+3
|
+1
|
+4
|
+4
|
5th
|
+3
|
+1
|
+4
|
+4
|
6th
|
+4
|
+2
|
+5
|
+5
|
7th
|
+4
|
+2
|
+5
|
+5
|
8th
|
+5
|
+2
|
+6
|
+6
|
9th
|
+5
|
+3
|
+6
|
+6
|
10th
|
+6
|
+3
|
+7
|
+7
|
Description: The Romany are clans of insular,
travelling of traders and entertainers.
They will typically settle in an area for a while before wearing out
their welcome. Their reputations as
thieves and entertainers makes them distrusted and desired company at the same
time. Rightly or wrongly they are blamed
by the locals for any misfortune in the area.
They are notorious flirts, yet haughty and prideful. Gypsies are at all times passionate in love
and in family, and in revenge if either are thwarted or threatened. A clan can be invaluable allies if defended
or helped, and a deadly foe if harmed.
An attack on one is an attack on all, with revenge usually taking the
form of an indirect assault on a person, their friends, family, reputation, or
prized possessions.
Hit
Die: d6.
Prime Abilities: Dex, Int, Wis, Cha.
Subprime Ability: Con.
Weapon and Armor Proficiency: Gypsies are
proficient with daggers, clubs, light crossbows, short bows, rapiers, spears, and
short swords. Gypsies do not wear armor.
They favor flashy, garish clothes, probably showing an immodest amount
of skin.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 4 useful items (likely stolen), Thief
tools; dagger and light crossbow with 20 bolts.
Gypsy Thief Skills: The Gypsy adds 1/2 level + ability bonuses to attempts. In general, figure DC 12 for difficult tasks
or against someone of equal or less HD; DC 18 for very hard tasks or higher
HD.
● (Dex + Int + Wis)/3:
Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Pick Pockets
● (Dex + Str)/2:
Acrobatics (Balancing, jumping), Climb
● (Cha + Wis)/2:
Charm, Negotiate, Intimidate
(Psychologically)
Mounted Charge
A successful mounted attack by a Gypsy using a spear at a
full gallop causes maximum damage + Stun
1 rd. Only one charge attack may be
made per rd, and a charge requires one rd of gallop first and enough distance
to get up to speed. The Gypsy will
automatically have the initiative in the attack as long as they have the longer
weapon. (Gypsy warriors seldom ride around with spears unless they are
defending their caravan from an attack, but they do practice the skill
frequently in contests.)
Mounted Archery
A mounted Gypsy may make a ranged bow attack with their full
BAB.
Animal Handling
Calm
Animals: Wis Bonus
+ ½ level vs. DC 12, Calms (2d4 + level) HD of animals. (Will Sv)
Charm
Animal: Wis Bonus
+ ½ level vs. DC 12, Makes one animal your friend. Lasts 1 day or 1
encounter. (Will Sv)
First Aid: A Gypsy knows how to apply first
aid to heal the wounded.
Gypsy Knowledge: Gypsies get around and hear lots
of stories and rumors. Int Bonus + ½ level, DC 12 minor
factoid, DC 18 very specific. This skill
is good for general area rumors, trivia, personalities, and gossip, not
anything scholarly. Please don't roll if
the knowledge is somehow important to the story.
Gypsy Performance
Gypsies
are excellent at song and dance and love to show off their skills and charm
others (it’s also a good distraction for their pickpockets). A group of at least two musicians (guitar and
rhythm) and a dancer is needed for a performance.
Roll 1 + (Cha + Wis)/2 + ½ Level to use, DC 12 Social/DC 18 Hostile Crowd.
Use the highest skilled performer and add +1 for each performer who
has a +3 Cha and Wis, up to +4. With a
good performance, add +4 to someone
else’s attempt to influence the audience or a specific person. Assume at least 1 turn for any performance.
Gypsies
usually perform for tips from the crowd (and whatever they’ve pilfered from
them). Command performance pricing is usually
at least 100 gp (with an assurance of non-larcenous behavior).
Gypsy Witches
Gypsy
women of 6th level and up
will have two specific magic abilities.
The origin of these abilities is unknown.
● Magical Healing: Full healing all
hp damage Wis bonus x a day, including themselves and those below 0 hp, but not
yet dead.
● Gypsy Curse:
A Gypsy Witch can cast a Curse spell once per day. It cannot be taught to outsiders. Wis
Bonus + ½ level vs DC 12 to cast. The
victim must make a DC 18 Will Sv. Ceremony spell and requires a Sympathy, a personal object from the victim. This spell is not cast without a mitigating
cause, someone has done some type of harm or insult to the Romany. The effects should be creative and fit the
crime, but never directly lethal. A Gypsy
Witch may dispel it at will (good luck with that), otherwise it will require a Paladin
or someone with similar powers to break the curse.
● Most Gypsy Witches also make claims
of being able to see the future via various means (Crystal Ball, Tarot Cards,
Palm Reading, etc). This is typically a
load of bunk designed to relieve suckers of their money. But, who knows? (Ref’s here’s where to drop your plot hints
in a vaguely ominous fashion.)
Other Gypsy Tribe Members
While
very clannish, Gypsies will take in helpful outsiders and make them one of
their own. The itinerant Romany
lifestyle has its attractions to those on the run, rootless individuals, and
general outcasts. Absolute loyalty to
the clan and being useful to them are the two main requirements. These outsiders are free to leave whenever
they want, unless they marry a Gypsy, in which case they are then formally a
member for life.
As
such, other classes of characters will often be present in a Gypsy camp or
caravan. Ostracized Demi-Humans will
find an accepting home here, especially Tieflings, Halflings, and
Half-Elves. Fighters (usually married
into the clan and providing security for the group), Rangers (dispossessed from
their native lands), and Bohemian Wizards are the most common. Unless the entire Player Character group is
part of a tribe, a PC Gypsy is likely an exile, perhaps on the run from them.
Thursday, December 6, 2012
Fantasy Core RPG: The Witch Part 2
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
A Player Character might start with 1 utility item
and 1 offensive or defensive item. These
items might be scalable, gaining power at higher levels. An NPC Witch might have items equal to ½
level, varying between utility, offensive, and defensive abilities.
(Yes, I enjoyed making up this class. A lot.)
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
Coven Spell Casting (Optional Rule)
Witches
require a Coven to cast certain types of spells. Individual Witches cannot cast Ceremony spells and spells over 5th
level. 10th level Witches are
not able to convert XP to increasing their Spellchecks as Wizards are.
To roll
a Spellcheck for a Coven, use the
member with the highest
Spellcheck. Add +1 for each of the other members who have at least +3 Wis and Int Bonuses, up to +5.
Like individual Witches, an Int based Spellcheck is needed to prepare
the Focus (for a Ceremony spell, the Focus is the Ceremonial space itself if
not specified). Then, a Wis based
Spellcheck is used to enact the spell. All
members of the group must be physically next to one another for the castings.
Coven of Three: May cast Ceremony spells of 1st
to 5th level (including the Voodoo Doll spell, see below). These type of Covens are usually familial:
grandmother, mother, and daughter.
However, aunts, nieces, and cousins might also be members. This is where most Witches acquire their Pact
from and learn their craft.
Non-hereditary tripartite covens may be professionals (selling discreet services)
or individuals working for or allied with somebody else full-time. Typically with this type of Coven, mutual
protection is usually a component. An
attack against one, is an attack against all.
Coven of Thirteen: Can collectively cast 6th
level and up spells. They can cast
non-Ceremony spells in combat as well, though this could be physically
awkward. The incapacitation of any
member will disrupt their ability to cast these spells. 13 Witches might come together as an informal
group of friends and associates, sharing spells and ensuring mutual protection. More likely however, they are a Cult (in and
of themselves) or part of a Cult, such as an Urban Cult or a group under the
sway of a Fallen Paladin or Warlock.
Mutual protection may or may not be part of the Coven agreement,
depending on how tight the membership is.
Convocation (Coven of 169): Can cast Epic level spells. A group of this kind might comprise most of the
Witches of a country or a large county.
This sort of gathering would only occur if they all felt threatened by
something. (Certainly within a group
this large of magic users, many of the members will not get along, perhaps even
being outright enemies.) Only the most
grave of reasons could possibly bring all Witches together, such as retribution
or for protection from an indiscriminate Witchhunt, fighting a powerful, mutual
magical enemy, or even national defense.
It's almost impossible to keep such a gathering secret, but it's just as
hard to stop.
Epic Level Spells: These spells are more plot
devices than game mechanics. They are
all Ceremony spells, likely requiring multiple castings over separate
nights. The Ref should come up with the
spell effect and the means needed to cast it individually to suit the
story. There should always be some sort
of precursor event(s) that precedes the main effect to give everyone a warning
that something is about to happen.
These
spells can enact powerful natural spells via ceremony, such as pestilence,
drought, rain of fire (volcano), tsunami, tornado, hurricane, blizzard, blight,
and earthquake. (The real horror show
would be the gating in of a demon lord. An unnatural eclipse is the precursor
to such a spell). These spells are
uncontrollable when enacted and there is a great deal of danger to the casters
if it the ceremony fails (or even succeeds). This is ultimately a
self-destructive weapon, which will bring the Wizards and paladins right down
on all Witches in a rush to avoid collateral blame for such magical incidents.
(On the flip side, these spells are also a potent deterrent against constant Witchhunts.)
Ceremony Spells (Optional Rule)
Many Forbidden spells require a Ceremony to cast. They may require a
turn cast and a ceremonial space. Other
requirements may also be necessary, or just use the general guideline of 100 GP
in materials/spell level. Sacrifices may also be used for
Ceremony spells, involving either the caster's freshly drawn blood (hp) equal
to double the spell level or another's death.
Add +4 to the Spellcheck in
either case. Failure in casting renders
the Coven unconscious 1 turn and results in a permanent loss of 1 point of Wis for each member. At 6
Wis, a Player Character is considered eccentric. (Player's option on how to
play that out.) At 3 Wis, the
character is considered hopelessly insane. The character is taken out of play
and controlled by the Ref.
Hexes (Optional Rule)
Witches are really
proficient at screwing with people. When
they reach the appropriate spell level, they will gain these spells (along with
the spells of their choice): 3rd level spell--Baleful Polymorph,
4th level spell--Geas/Quest, 5th level spell--Trap
the Soul.
In addition, this spell is gained at 1st
level (along with their chosen spells), but can only be enacted with a Coven: Voodoo
Doll: Allows pain
(Stats go to 0), incapacitation, damage (up to ½ current hp), or disability (loss
of the use of a limb, sight, hearing) to be inflicted on a person via a doll
likeness. Injuries are not permanent
(torture may last 1 turn/level) and cannot directly cause death or
dismemberment. (Will Sv) Forbidden spell.
Ceremony spell. Requires a doll and a personal effect of the
victim (Sympathy).
Brew Potions and Create Magic Charms (Optional Rule)
● Witches are able to channel their spells into
supernatural potions and one shot magic items.
Roll for effectiveness when actually used. Witches aren’t usually after money. They will usually give potions and charms in
exchange for tasks (like gathering rare herbs from a dangerous place) and
future favors. If money is involved,
figure 50 to 100 gp per ½ level. Witches
might use their own Healing Potions and Charms, but otherwise probably won’t
use other types.
● A Witches’ Potions or Charms will
work at a rate of Int bonus + ½ level. The DC is listed with the item. Potions are imbibed, and Charms are activated
with a phrase. However if they fail, a
Potion will be poisonous (DC 18 Fort Sv or severely weakened and all stats go
to 0 for 1 hr), and a Charm will explode (1d8 damage).
● Witches can typically create 1 Potion
or Charm per hour. Generally Int bonus +
½ level items per day. They have an
indefinite shelf-life, but an old magic Potion or Charm may not be the safest
thing to use. Even if it works, it will
be a weaked effect.
● Healing (Potion or Charm, DC 12): Restores all lost hp, even if below 0 hp.
● Sleep (Potion, DC 18): DC 18 Con Sv or Knocked Out 1 hr when used. There are more potent versions that knock
someone out indefinitely (a Gentle Repose spell added), requiring a special
event for them to wake up (like a kiss from a prince).
● Ability Modifier (Potion or Charm, DC 12): Boosts 1 Stat to
+5 for 1 turn/encounter. Functionally
incapacitates the user for 1 hour afterward.
● Anti-Poison (Potion, DC 12): Cures any poison.
● Poison (Potion, DC 12): Killing someone with poison is beneath most Witches. They prefer to incapacitate (evil ones want
captives for sacrifice). DC 18 Fort Sv
or unconscious 1 turn. Takes 1 rd to
apply to a weapon and will be good for 1 encounter.
● Invisibility (Potion or Charm, DC 18): Turns user
invisible 1 turn. Effect ends if user
attacks.
● Love (Potion or Charm. DC 18): This is a dangerous one. Most Witches know better than to mess with
this. The item is given to the person
that is the intended. The person to whom
the intended is to fall for needs to be the first person that they see or speak
to. A Sympathy
item of the intended could also be used with a Charm. Hi-jinks may ensue either way. Even if it works, the Love might take the
form of an inexpressible, coy longing, embarrassing puppy love, aggressive horny
passion, extremely jealous possessive love, and flat out dangerous psycho
love. (Romantic love could also
happen.) There’s no time limit on the
effect. A Break Enchantment is necessary
to end it.
Familiar Animal (Optional Rule)
Witches
often have a Familiar animal, such
as a cat or other small, natural animal, in their service. The Witch has a telepathic connection to the animal,
which could be used to alert her and can be used as a spy. This creature would not have any significant
attack abilities and would be killed on any hit. Lost Familiars can be replaced the next day
at midnight with the Witch calling for a new animal. Witches might have other permanently charmed
animals (even demons) working for them as well that are more potent.
Permanently Enchanted Items (Optional Rule)
Witches may create
permanently enchanted magic items as Wizards do. Being a family affair, Witches often possess
bequeathed magic items, such as flying broomsticks, protection rings, crystal
balls, and such. A low-level Witch may
therefore have access to some potent spells.
The specific functioning of these items is left undefined here. They might activate automatically when worn,
require a code phrase, need a low Spellcheck to activate, and/or have daily
limits on usage. Witches can recharge
items, such as a Wand of Fireballs for example, even if they don’t have access
to the spell. However, they can only do
such recharging at a magic workshop.
(Yes, I enjoyed making up this class. A lot.)
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