Wednesday, April 20, 2011
Sword & Sorcery Names
I've created a test google gadget that spits out confluxed names from a mix of Arabic and Ancient Greek sources, which works pretty well for hoary, decadent Sword & Sorcery settings, which should be visible to the right of my blog. As usual, the gadget and its output are available under the creative commons license.
100 Confluxed Arthurian Names
From my new confluxor:
Art Cad Meram Lam Voridan Guy Adthes Milmel Arnish Larnis Pedesind Jorth Dale Amr Haraint Conedival Lanstans Din Loth Annet Drience Lucannerp Emede Tomint Leir Eliduke Liot Flaremone Perdries Consterie Hywel Annern Grak Lucans Rie Dint Con Arnowne Gileir Flothert Edwarvis Leomint Gause Gwinas Triencele Liothelie Emedres Causesin Sagdas Melewgon Tom Semagre Ebeleas Garoun Ectors Harouse Nant Rie Liot Dridas Loth Bliangdas Eberp Plas Uth Jors Amrenoric Con Ywaingdan Gileas Tom Gradannec Tal Anne Gauseish Tales Jor Palehadal Ywaint Emervis Clegiseir Hews Uth Lamerens Riesin Ger Ebereth Pilberd Sel Jord Gwint Cheris Lot Mad Pleagrens Cerisons Gracivans Amremagus Condesint Rodegise
Art Cad Meram Lam Voridan Guy Adthes Milmel Arnish Larnis Pedesind Jorth Dale Amr Haraint Conedival Lanstans Din Loth Annet Drience Lucannerp Emede Tomint Leir Eliduke Liot Flaremone Perdries Consterie Hywel Annern Grak Lucans Rie Dint Con Arnowne Gileir Flothert Edwarvis Leomint Gause Gwinas Triencele Liothelie Emedres Causesin Sagdas Melewgon Tom Semagre Ebeleas Garoun Ectors Harouse Nant Rie Liot Dridas Loth Bliangdas Eberp Plas Uth Jors Amrenoric Con Ywaingdan Gileas Tom Gradannec Tal Anne Gauseish Tales Jor Palehadal Ywaint Emervis Clegiseir Hews Uth Lamerens Riesin Ger Ebereth Pilberd Sel Jord Gwint Cheris Lot Mad Pleagrens Cerisons Gracivans Amremagus Condesint Rodegise
Friday, March 25, 2011
Grimrun, the Master of Duels
Grimrun was a legendary wizard that created or refined many spells for use against rival wizards, including the power to break spells or turn them back on their casters.
Grimrun’s appearance is unknown, as he or she only appeared wearing an iron mask and full robes.
In fact, the name “Grimrun” is a pseudonym; his or her true name kept secret so as to avoid giving power to his or her many enemies.
Grimrun’s Treacherous Usurpation
Complexity 3, Range sight, Target single spell, Duration instant, Save noneEffect: a single spell that targets the caster of this spell instead targets the caster of the targeted spell. If this spell is prepared it may be cast as part of a countering attempt, causing it to succeed automatically.
Grimrun’s Cogitive Excruciation
Complexity 2, Range sight, Target single wizard, Duration concentration, Save DiscernEffect: the mind of the targeted wizard is overwhelmed by the power of the spells it contains, causing a burning pain that paralyzes the target for the duration of the spell.
Grimrun’s Grandest Trick
Compexity 3, Range self, Target self, Duration instant, Save DiscernEffect: the caster weaves together a potent spell of death turned inside-out, such that anyone attempting to counter it unwittingly trigger it upon themselves, snuffing out their own lives in an instant. Absent an attempt to counter, it does 1d6 damage to the caster.
Wednesday, March 23, 2011
Possible new Turning Mechanic
When an attempt is made to banish horrors such as undead, demons, or eldritch beings from other dimensions, roll 2d6 + Faith modifier, plus hit dice if you are a Cleric, versus the monster's morale plus hit dice. If your total is higher, the monster is held at bay by the power of your Faith. If you roll a natural 12 or make a second successful banish roll, the monster turns and flees. On a natural 2, you automatically fail.
Saturday, March 12, 2011
New Spell: The Fel Light of Ngah
Fel Light of Ngah (ancient spell)
Complexity 3, Range close, Target self, Duration concentration
This spell conjures the eldritch light of a distant star to be held in the caster's hand. It shines as a lantern, and all things upon which its light falls reveal their auras, allowing all to see as if possessed of the Eyes of the Overworld.
Complexity 3, Range close, Target self, Duration concentration
This spell conjures the eldritch light of a distant star to be held in the caster's hand. It shines as a lantern, and all things upon which its light falls reveal their auras, allowing all to see as if possessed of the Eyes of the Overworld.
Wednesday, March 2, 2011
Updates to The Game
- Reduced Rank experience point requirements and monster xp rewards by 90%, thus making the numbers somewhat more manageable and increasing the importance of treasure to advancement. Treasure may in fact be too good now at 1 xp/silver penny: a mark of silver is now enough to make it to Rank 2.
- Eliminated armor soak. I like the effect in principle, but the rule is just too slow in play. The defense bonus from armor has been doubled to compensate. This required a small update to the rules for attacking.
- Added a player advice section to the Combat and Exploration chapter. Advice on player advice would be much appreciated ; - )
- Simplified encounter reaction rolls.
- Clarified evasion rules.
- Clarified heritage attribute bonuses and special abilities.
- Various spelling/grammar fixes.
Tuesday, February 22, 2011
Friday, December 17, 2010
Random Cliche Sci-fi Races
Inspired by Save vs. Poison, over lunch I coded up a quick cliche science fiction race generator in java. It mixes up a species cliche, throws in a random trait to salt that, and then grabs a couple of human cultures that can be used to fill in the blanks. Here's my best result set so far:
The Amoral Scientist Race
Natural supercomputing mentation
Souix-Celtic
The Surly Technician Race
Technologically advanced in cybernetics
Indian-Australian
The Religious and Probably Psionic Race
Can't share environment with common species
Scandinavian-Mongolian
The Evil Empire Race
Stand-in for topical political group/enemy
Egyptian-Ottoman
The Hedonistic Merchant Race
Basically a historic human culture
Roman-American
The Totalitarian Machine Race
Practically un-kill-able
Mayan-Iroqouis
The Hot Purple Chick Race
Can't use common inter-species mode of communication
Han-Tibetan
The Mean-Muggin' But Scrupulous Warrior Race
Completely humorlous and stoic
English-Polynesian
Hedonistic & mercantile American/Romans? Purple Asian sex-objects that can't talk back? Un-killable totalitarian machines? Topical evil empire? Surly cybernetic technicians? Amoral supercomputing scientists? How cliche can you get!
Since I don't have a good hosting spot for my rpg coding projects yet, I'll just make this available by request.
The Amoral Scientist Race
Natural supercomputing mentation
Souix-Celtic
The Surly Technician Race
Technologically advanced in cybernetics
Indian-Australian
The Religious and Probably Psionic Race
Can't share environment with common species
Scandinavian-Mongolian
The Evil Empire Race
Stand-in for topical political group/enemy
Egyptian-Ottoman
The Hedonistic Merchant Race
Basically a historic human culture
Roman-American
The Totalitarian Machine Race
Practically un-kill-able
Mayan-Iroqouis
The Hot Purple Chick Race
Can't use common inter-species mode of communication
Han-Tibetan
The Mean-Muggin' But Scrupulous Warrior Race
Completely humorlous and stoic
English-Polynesian
Hedonistic & mercantile American/Romans? Purple Asian sex-objects that can't talk back? Un-killable totalitarian machines? Topical evil empire? Surly cybernetic technicians? Amoral supercomputing scientists? How cliche can you get!
Since I don't have a good hosting spot for my rpg coding projects yet, I'll just make this available by request.
Wednesday, December 8, 2010
Heritage Update
Common Folk (CF): derided as mutts by some, the common bulk of mankind may nonetheless have much to be proud of in their ancestry, as they grow hardy even on famine food and tend to thrive in adversity that weeds out those that think themselves better. Common humans tend to shades of brown in their hair, eyes, and skin, and often live to a ripe old age, many having natural lifespans of 100 years or so.
- Wisdom Born of Sorrow: the life of the common folk builds faith in themselves and their families, often as they have nothing else to rely on. Increase their Faith score by 3, raising the modifier by 1.
- Trade: the common folk must work for a living, and thus have a journeyman’s level of skill from working as a farmer, shepherd, miller, carpenter, blacksmith, mercer, or such like.
- Eldritch Lore: changelings learn things without knowing how or why, making them privy to secret lore. Increase their Kenning score by 3, raising the modifier by 1.
- Night Vision: Changelings have unnaturally acute night vision, seeing about twice as far under dim lighting as a normal human.
- Titan’s Power: the powerful build of a giantkin gives them physical strength beyond that of lesser men. Increase their Might score by 3, raising the modifier by 1.
- Strong Back: Giantkin can carry an additional stone of weight with no penalty, easily bearing armor or other burdens that would break lesser men.
- Fated to Lead: the founders of the highborn bargained with eldritch powers to ensure that their progeny would be born to rule other men. Increase their Wyrd score by 3, raising the modifier by 1.
- Privilege: highborn characters can begin play with an extra 2d6 silver pennies and either a Rank 0 retainer OR an extra equipment choice.
- Quick-Fingered: despite their reputation few wanderers make their living with quick hands in pockets, but they do tend towards wary reflexes from the harsh life of the road and a familiarity with cast stones. Increase their Nimbleness by 3, raising the modifier by 1.
- Wandering Ways: wandering folk are travelers all, and tend to pick up a useful journeyman skill for life on the sea or road, such as that of a drover, cartwright, shepherd, musician, jester, carpenter, fisherman or sailor from the time they can walk.
- Rugged Constitution: hard living and adversity in the wilderness have made wildlings a tougher breed. Increase their Health score by 3, raising the modifier by 1.
- Survivor: Wildlings are used to living off of the land and get +1 on foraging results due to their scavenging and hunting experience.
Friday, November 26, 2010
Historical Religious Pluralism
I've been keeping a stray eye out for historical examples of temples and churches that have altars and chapels to multiple deities, relating to the vulgar monotheistic-polytheistic thematic mish-mash implied by the world's most popular role-playing game. This one on Redwald is particularly interesting, being from England:
EDWIN was so zealous for the worship of truth, that he likewise persuaded Eorpwald, king of the East Saxons, and son of Redwald, to abandon his idolatrous superstitions, and with his whole province to receive the faith and sacraments of Christ. And indeed his father Redwald had long before been admitted to the sacrament of the Christian faith in Kent, but in vain; for on his return home, he was seduced by his wife and certain perverse teachers, and turned back from the sincerity of the faith; and thus his latter state was worse than the former; so that, like the ancient Samaritans, he seemed at the same time to serve Christ and the gods whom he had served before; and in the same temple he had an altar to sacrifice to Christ, and another small one to offer victims to devils; which temple, Aldwulf, king of that same province, who lived in our time testifies had stood until his time, and that he had seen it when he was a boy. The aforesaid King Redwald was noble by birth, though ignoble in his actions, being the son of Tytilus, whose father was Uuffa, from whom the kings of the East Angles are called Uuffings.The Venerable Bede, Ecclesiastical History of the English Nation, Book II, Chapter XV
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