Tuesday, May 28, 2013

20 Questions for Akenia


Because I'm starting this game next week and I'm actually pretty excited about it, I figured I'd go ahead and answer Jeff's twenty questions for Akenia. I also plan on working on more dungeons and monsters which I won't be posting quite yet because they are supposed to be a surprise, duh.
  1. What is the deal with my cleric's religion? - Akenia has no native gods. While there are a few who worship deities from afar, most priests are aligned with either Light or Darkness. These two forces have no real humanly discernible personality so how a particular cleric chooses to embrace their power is really up to them. The art of using such magic is studied by the academic and philosophical alike.
  2. Where can we go to buy standard equipment? - The best place for an adventurer to purchase the gear one would expect is "Tower Town", which is literally a thriving city that started as a large campsite around The Spire of Asmodal. Their whole economy is based of intrepid dungeoneers attempting to conquer the Spire while purchasing room, board, food and equipment from some of the many shops there.
  3. Where can we go to get platemail custom fitted for this monster I just befriended? - Beasts are frowned upon in Akenia Proper. If you trek with them, it may be best to venture towards the former empire of Calian, where they are known to accommodate such creatures. 
  4. Who is the mightiest wizard in the land? - The amazing Dizer Gren, the supreme artificer and master of most magics. He has not been seen in years, having isolated himself in his mountain fortress Castle Gren. Approaching it unannounced rouses the attention of the Mecha guardians that regularly patrol the area.
  5. Who is the greatest warrior in the land? - Queen Regalia, the mightiest Battle Princess in all of the known world. She is famous for defeating Calian's champion, Gryvus Bloodlord in single combat and ending a centuries long war. Her verbal repertoire is as impressive as her martial skills and she is the most outspoken member of Akenia's "Council of Monarchs".
  6. Who is the richest person in the land? - Millius the Grand, the current overlord of the city of Mur. He has amassed a vast fortune over his long life, using it to throw a near constant celebration in his city of spectacle. No one knows exactly how long Millius' life has actually been, but he's appeared to be twenty-something for at least three generations now.
  7. Where can we go to get some magical healing? - Most cities will have clerics here and there, but there is no city that can match the healers in Radia, the crystal capital. On top of having the largest collection of clerics in all Akenia, it is also home to the Radiant Obelisk, an enormous crystal that empowers all light aligned magic cast in the city.
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? - Radia again, though they'll more likely execute you for Lycanthropy or Undeath. An old witch resides near Pratz village and she is a more likely to help you with those two then anyone else.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells? - Some Wizards will sell spells out of their books for cheap coin, but generally keep the good ones to themselves. You may have to go adventuring if you want powerful magic.
  10. Where can I find an alchemist, sage or other expert NPC? - While no one is really willing to admit it, the very best Alchemists reside in Mur. There they craft recreational drugs and even less savory concoctions for Millius the Grand. The most learned Sages are imprisoned in libraries of Gelna, for the dark knowledge within has driven them mad. Other great cities will have a populace of adequate specialists and a supposedly great scholar resides in River Town.
  11. Where can I hire mercenaries? - Most cities are stocked with a handful of sell-swords, but Lekia is well known for being a hub for bandits, mercenaries and other killers for higher. Just watch your back and don't ask anyone for the time.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? - Talda is the most active port in the land and once the most volatile. Now the use of vulgar magics is banned, and all weapons must be peace bonded before entering the city, whether it be by land or sea.
  13. Which way to the nearest tavern? - The Lapin Bleu is the most famous bar in all of Tower Town. Run by former adventurer Victoria Kline, its a place filled with young hopefuls and hoary old-timers who have a story to tell. 
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? - The Judges are powerful armored beings that wander the land who slay anyone whose ever lifted a weapon with the intent to kill. Deathgaze is a great winged beast who attempts to slay any man who ventures in the sky and is much despised by airship engineers. Takoraina is an exceptionally annoying talking octopus that seems to be able to venture on land for long periods of time, much to everyone's dismay.
  15. Are there any wars brewing I could go fight? -Much of Calian seems unwilling to give up its war against Akenia, even after having their armies d
    ecimated a few years ago. Border skirmishes and guerrilla attacks against Akenian cities persist even now.
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? - Mur is not called the city of spectacle for nothing. The coliseum there is quite active, and winners are often awarded with the greatest treasures of the whom those they best in the arena. All fights are to the death, the bloodier the better.
  17. Are there any secret societies with sinister agendas I could join and/or fight? - The Crimson Order is a mysterious group of people that enact numerous, seemingly unrelated plans that are rumored to be part of a much larger scheme, but no one can confirm what they are really doing. They sure aren't talking, at least not when they are in uniform. 
  18. What is there to eat around here? - Have you tried Puella Potion's new line of candy? How about their Poko Pellets?
  19. Any legendary lost treasures I could be looking for? - Gryvus Bloodlord's famed sword, Apocalypse has been lost since his legendary defeat at the hands of Queen Regalia. The Cloud-Stone was hidden away in generations past, and is said to be the key to unearthing the  Zephyr, an ancient air-ship. It is said that the Slumbering Titan houses the Chaos Crystal, which is the dark counter part to Radia's Radiant Obelisk.
  20. Where is the nearest dragon or other monster with Type H treasure? - The Demon Asmodal resides at the top of the spire named for him. Not only does his chamber contain the greatest    treasure he has obtained, it is said that any one that conquers him in battle will be granted one wish.


Tuesday, May 21, 2013

Character Generation for Akenia

Character Generation for Akenia
(Here is some other info on the place)


Basic Rules


Determine ability scores
Please choose from one of the following options;


A) Roll 3d6 for each score in the following order; Strength, Dexterity, Constitution, Intelligence  
Wisdom and Charisma
B) Go ahead and use another method, if that’s what floats your boat.

   
Ability Score
Modifier
3 - 5
-2
6 - 8
-1
9 - 12
+0
13 - 15
+1
16 - 18
+2


Choose your Alignment 
There are three basic alignments in Akenia. Light, Neutrality and Dark. It is often assumed that Light is associated with justice and selflessness with Darkness as its opposite, but this is not true. Both are simply varied reflections of the energy that flows throughout the world.

If moving through other worlds, Light and Darkness line up with Law and Chaos in function, if not meaning. Other alignments are possible in Akenia, but do not have any significant, native mechanical effects..
 

Choose your Class
Akenia is FLAILSNAILS compatible, so nearly any class or sort of character is cool as long as you check with me beforehand. If you want to make a character native to Akenia the following classes are the standard available. All natives PCs on Akenia are human, but with high variance in skin pigmentation and hair color. The people of Calian are known to occasionally have animal like features, such cat ears or fangs.

Fighters are identical to their Labyrinth lord counterparts except for the following
  • Fighters begin play with an attack bonus of +1. which increases by by one each time they level up
  • If the fighter fells an opponent with an attack, they may attempt another attack against a foe within their reach. They may do this an amount of times equal to their level.

Clerics are identical to their Labyrinth Lord counterparts except for the following. Clerics must be of Light or Dark alignment.
  • Clerics begin play with no attack bonus. This increases to +1 at 3rd level, and another +1 at every third level after that.
  • Clerics may use Small and Normal melee weapons, as well as Small Hand Propelled missile weapons.
  • Light Aligned Clerics are able to turn Undead or certain Dark Creatures.
  • Dark Aligned Clerics are usually can attempt to command Undead and certain Dark creatures instead of turning them
Magic Users are identical to their Labyrinth Lord counterparts except for the following
  • Magic users begin play with no attack bonus. This increases to +1 at 4th level, with another +1 at every fourth level after that.
  • Magic users may use Small and Normal Melee weapons, as well Small Hand Propelled weapons.
  • Magic users begin play with four 1st level spells, two chosen by the player and two randomly selected. You may determine these random ones on your own (I trust you) or consult me.
Thieves are identical to either their Labyrinth Lord counterparts save for the following
  • Thieves begin play with no attack bonus. This increases to +1 at 3rd level, and another +1 at every third level after that.
  • Thieves may use Small and Normal melee weapons, as well as either of the small missile weapon types
  • Thieves may wear up to light armor
  • A new thief choose six skills from the below list; Tinker, Find and Remove Traps, Slight of Hand, Stealth, Scale Sheer Surfaces, Awareness, Decipher Script, and Use Magical Device. Each of these skills uses the "Hear Noise" column to determine their chance of success rather then any percentile chance. (Stolen from Jack)
Battle Princess and Murder Princess work as they do here, with the following additional note
  • A Battle or Murder Princess' chosen weapon becomes a combination weapon at 5th level. This means they may choose an additional weapon type for the weapon as long as it does not contradict any requirements of the original type. For example, a Battle Princess could change her Martial weapon into a Martial/Small Mechanical Missile Weapon to make a Gun-Blade, since both can be used one-handed.
Rune Knights are here. They work as noted.

Blue Mages are here, They work as noted, save that they may only use minor melee weapons or small hand propelled missile weapons.

Paladins and Dark Knights use the same fighting ability, saving throws, hit die and experience point table as dwarves. The do not have infravision, or any dwarven searching ability. Instead, the function as below;
  • Paladins may add their charisma bonus to hit and damage when fighting Dark aligned creatures. They are intrinsically aware when they are in the presence of such beings. They may also lay on hands once a day, healing an ally for an amount of HP equal to twice their level with a touch. Paladins must be aligned with Light.
  • Dark Knights step up the damage die once with any weapon they use (d4 - d6 - d8 - d10 - d12 - d14) and are able to Menace another creature once a day. This effect is identical to the Cause Fear spell, though it allows a saving throw for creatures of higher HD then the Dark Knight, All Dark Knights must be aligned with Darkness, if it was not obvious.
Starting Equipment
All characters begin with 3d6 x 10 Gold Pieces.


Type of Armor
AC Bonus
Notes
Skirmisher
+2
Minimalistic Armor that covers only the most vital points. Costs 15 Gp
Bastion
+4
Similar to Light Armor, but generally covers a larger portion of the wearer. Alternatively, it may represent thicker armor around specific points. Costs 30 Gp
Paragon
+6
Thick, durable armor that provides protection for the whole body. Costs 60 Gp
Dreadnought
+8
Weighty armor that encases the whole body in a protective shell. Reduces movement of the wearer by half. Costs 500 Gp

Notes: All armor types give a penalty equal to their AC bonus on checks for certain tasks such as moving silently, swimming, climbing etc. Shields cost 10 GP


Weapons
There are several broad categories of weapons that player characters can wield. The aesthetics and method of imperilment are generally left up the DM, player and individual campaign, but the baseline mechanics are included below. The user's strength modifier is added to all to hit rolls with a Melee weapon unless noted otherwise, whereas their dexterity modifier is added to all missile weapon attacks. All melee weapon damage is modified by its wielder’s strength modifier.

Melee Weapons
Weapon Type
Damage
Examples
Notes
Minor
1d4
Dagger, Sap, Knuckle Dusters
While minor weapons do very little damage, they are also easy to hide on one's person. Cost 5 Gp
Standard
1d6
Arming Sword, Mace, Short Spear
A one handed weapon that is common and simple to use. Cost 10 Gp
Quick
1d6
Rapier, Ton-fa, Fencing Sabre
Quick weapons add a character's Dex modifier to hit instead of their Str. Cost 15 Gp
Martial
1d8
Longsword, Battleaxe Morning-star, Katana
Martial weapons have an elongated handle, allowing them to be used in one or two hands. Using both hands grants a further +1 bonus to damage. Cost 25 Gp
Great
1d10
Two-Handed Sword, Terrible Spiky Axe, Tetsubo
Heavy weapons that require both hands to use. Cost 20 Gp
Reach
1d6
Ball and Chain, Pole-arm, Long Spear
Long weapons that require both hands to use but allow you to attack from behind cover or another character. Cost 15 Gp
Note: Any weapon can also be a "Dangerous" weapon. This is an add-on that denotes that the instrument has added spikes, blades or other nasty looking modifications for further harm built into it. A Dangerous weapon dices-up the damage (1d6 – 1d8 – 1d10 – 1d12) but also does damage to the wielder on a natural roll of 1 or 2 on a d20, in addition to any critical fumbles rolled by the DM

Missile Weapons
Weapon Type
Damage
Examples
Notes
Hand Propelled (Small)
1d4
Throwing Knives, Shuriken, Slings/Stones
Can usually be readied and used in the same round. Cost 5 Gp (x5)
Hand Propelled
1d6
Bows, Javelins
Wielder may add Str Modifier to damage done. Cost 20 Gp
Mechanical (Small)
1d6 + 2
Light Crossbows, Pistols
Most mechanical weapons require a round to reload after being fired. These make a bit of noise when used. Cost 25 Gp
Mechanical
1d8 + 2
Rifles, Arbalests
Most mechanical weapons require a round to reload after being fired. This make considerable nois when used.
 Cost 35 Gp

Additional Notes on Combat
Fighting with a single handed weapon and a shield grants an additional +1 to one's armor class.

Using a weapon in each hand allows the character to re-roll the d20 on a missed attack roll (The Attack Die's result remains the same). If the attack hits this time around, it is with the weapon in the PC's off-hand as opposed to their primary one.

Other Items (Additional Items can be purchased upon request, these are just examples)
Item
Cost
Item
Cost
Item
Cost
Rope (50’)
5 GP
Lantern
10 GP
Bedroll
15 GP
Mirror
3 GP
Backpack
3 GP
Pole (10’)
5 GP
Shovel
4 GP
Spikes (3)
4 GP
Hammer
2 GP
Flint & Steel
4 GP
Torches (5)
1 GP
Bottle
6 GP
Ammunition, Mechanical (x5)
6 GP
Ammunition, Hand Propelled
(x5)
3 GP
Useful Animal of some kind
25 GP
 

Sunday, May 19, 2013

Shining Akenia, Land of Adventure!

To the west of Barovania is the land of Akenia, known by many as a home to heroes and wonders.
It is also known as a sundered country of deceit and betrayal.

Even more people think of it as a terribly dangerous place filled with crazy zealots, dreadful monsters and any number of sublime places that can kill you.

In the end, no one disputes it is a land filled with opportunity for fame, riches and glory.


Most adventurers begin their career in Tower Town, a bustling settlement built around the Spire of Asmodal. Since the entire city was created to capitalize on men and women attempting to conquer the famed tower, its stocked with plenty of places for eager climbers to rest and supply themselves. It is also home to the Lapine Bleu tavern and Puella Potion's Akenian branch, both considered to be essential spots in any grand tour.

The Castle of the Cloud, The Stone Spire, The Temple of the Tide and The Flame Fortress are all dedicated to the four primordial elements. It is said that a special reward lies at the apex (or nadir) of each of them, simply waiting for someone to come and claim them. A wilder rumor even suggests that conquering all four may allow whomever does so access to some place even more dangerous, with even greater rewards.
The capital of Akenia and home to it's royal family, Radia is a luxurious and peaceful city. Located within are numerous wonders and the very best entertainers, artisans and authors in the land - as well as the grand Star Crystal, which is used as both a symbol of the nation itself and the capital's primary source of power. Perhaps most important to adventurers though is that Radia is one of the only places that one can dependably sell (and maybe even purchase) magitek and magical items.

The South sea has its own points of interest; The Still Behemoth is an enormous mechanical weapon that was disabled en route to Akenia ages ago, and has remained frozen in place since then. Now home to any number of strange creatures who found their way onto it, it is also rumored to have several stores of arcane weapons and supplies locked inside of it. Vavel's Folly was once the home of a wicked demi-god who sought supremacy of the sky. He was struck down by an angel of the Madokami and now his floating castle hangs listlessly in the sky.

Calian was once known as "the dark empire", but is now in shambles. A long time antagonist of Akenia, the rival nation employed now forbidden magitek in an attempt to destroy hits radiant neighbor (The Still Behemoth was just one example of the weapons employed). This tactic eventually backfired on them, when an attempt to bind a demon lord to a war engine resulted in the blighting of nearly two thirds of their territory, resulting in the Mana Wastes. This has also resulted in a slow withering of the Star Oak, a great concern that no one seems to have a solution for.

This is just a sample of what is to be seen in this brilliant land, as you can see in this beautifully rendered map below. What adventure will you find?

Games that take place in fabled Akenia will run on Tuesdays, around 6 PM Est Time

Saturday, May 11, 2013

A short entry with some monsters.

So I posted this picture as a Barovania reference, and Martyn asked me for stats of these monsters. So I figured why the hell not?

Here are some minimalistic stat blocks for you to enjoy.

(A note since I've not mentioned it on the blog before; I use Type II AD&D morale, so you want to roll under score on a d20 to make a morale check)

Sting Eye (Floating eyeball with Tail)
HD: 2, AC: 8 (12), Move: 120' (Flight) DMG: 1d6 + Paralysis (see text), Save: (F2), Morale: 12
Notes: The Creatures sting paralyzes victims if they fail a saving throw. This monster usually waits near dangerous gaps, hoping to nail someone right before or right after they try to cross it or jump over it.

Amu the Soul Host (Bear/Mammalian thing with a choker)
HD: 8 AC: 3 (17), Move: 90' DMG: 1d8 + 2 claw or Soul-Suck (see text), Save: (C9), Morale: 16
Notes: Amu was initially intended to be a vessel for a Wizard seeking a new body, but he mauled the caster before the ritual was completed. Primal but maliciously sentient, Amu is capable of using the phylactery around his neck to Magic Jar any sentient creature's soul into it. If he manages this, then he learns any information that the victim knew in life. He may also destroy a soul forever to cast any spell at a level equal to or less then the victim's Hit Dice at the time of the Magic Jar's effect. This of course, empties the amulet to be used again.

Amu cannot speak but he can write in various languages, including common.

Blank Lizard (Featureless Lizard thingy)
HD: 1, AC: 4 (16) Move: 150' (Scurry) DMG: 1 or Face Theft (see text), Save: (T1), Morale: 6
Notes: The Blank Lizard is a strange species or reptile that has no facial features naturally, usually surviving by a strange form of photosynthesis. If manages to scratch a human being or other humanoid creature, then they must make a saving throw versus spell or an equivalent - failure means the subjects face vanishes from their body and replaces the Blank Lizard's own features. The Blank Lizard usually runs off while making faces at this point. If it is slain, the face generally (75% chance) returns to its original body. Note that someone without a face will probably suffocate if extreme measures are not taken.

Blank Lizards enjoy ambushes, and have a 65% chance to hide in shadows/move silently.

Horned Sploof  (Fuzzy White thing with Horns)
HD: 3, AC: 5 (15) Move: 90' DMG: 1d6 slam, but he really would rather not, Save: (F2), Morale: 12
Notes: The Horned Sploof is actually a mercantile species from the Dungeon Dimension. They are far less interested in battle then they are in selling whatever various wares they hide in their fuzzy hides and matching packs. Their fur color denotes their area of Trade; White Sploofs sell medicinal and healing supplies.

Andracorn (The Armored/Blind Unicorn)
HD: 4, AC: 3 (17) Move: 120', DMG: 1d6 +1 (Gore), Save: (F3), Morale: - (See Text)
Notes: The Andracorn is mechanical outsider similar to an Inevitable and usually functions as a mount for lawful agents. When first created or summoned, they are bonded with a rider. The Andracorn is actually animated and directed by this bond and will only function when their master is in physical contact with them. Otherwise they stand inert and motionless.

As long as their rider remains loyal to the cause of order, they will serve them unflinchingly and without fail. If their master perishes or betrays the forces of Law, the Andracorn will simply fall apart into valuable, but non magical metal parts.

If the GM so desires, a Paladin can call on an Andracorn for their bonded mount, in lieu of a Warhorse.

Negasaurus (Oddly colored Brontosaurs head whose body is chillin' behind the other monsters)
HD: 6 AC: 7 (13) Move: 150' (Really Big) DMG: 1D10 + 2 (Negative Matter Slam) Save: (F6) Morale: 16
Notes: Strange creatures from Wyldspace, the Negasaurus' mere touch is harmful, causing normal matter to blister, crack or break. Anytime the beast is struck by a physical weapon, a saving throw for the object needs to be made or its destroyed. If unarmed attacks are used against the Negasurus, the striker will take 1d6 + 2 of damage for every blow landed.

Shagmaw (Weird Brown thing with lips and teeth and little else)
HD: 3 AC: 6 (14) Move: 60' DMG: 2d8 + Swallow Limb (See text) Save: (F4) Morale: 15
Notes: The Shagmaw are odd, cast aside creations of the Wondersmith. Made from leftover flesh, hair and mouths, these sad creatures want nothing more then to be complete - and try to bite off and swallow the limbs of others whole in the hopes that it will help them one day grow their own. On a natural roll of 18, 19, or 20, the Shagmaw has managed to snag a random limb of a bite attack victim. If a Paralysis/Poison saving throw is subsequently failed by the target, that limb has been torn off and swallowed.

A Shagmaw can opt to "hold on" to someone they've latched to already in subsequent terms, forcing another saving throw.

Great Voidrax (The Ominous, shadowed out creature in the backround)
HD: 15. AC: 0 (20) Move: 120' (Or Shadow Jump) DMG: 1d10 Con (See text), Save: (C15)
Morale: 17
Notes:  The Great one can move through any shadows in his line of vision instantly, no matter their size. if the Shadow is actually smaller then him, it blots and grows unnaturally to allow him to emerge from it.

Voidrax does damage directly to a targets constitution score, literally sucking the vitality from their bodies. If someone is reduced to 0 or below Constitution by this attack, they arise again as a shadow under his control.
 
A spawn of the primordial dark, Voidrax is a powerful entity that is attempting to amass an enormous army this way. His ultimate goal is to attempt to turn a God into a Shadow, if only to see what happens.

The green haired lady in front is Naki, The Dungeon Idol. A sweet and gentle singer willing to be friends with everyone, she's often employed by those whose retainers seem discontent or down in the dumbs. If she manages to put on a full show for a dungeon, all of those who inhabit it will count as being Blessed for day afterwards.

Those who can hum will be doing so, repeating the tunes of one of her songs incessantly.

Tuesday, May 7, 2013

High Speed Car Chases!

This was originally designed for a side campaign that takes place in the city of Saigo, a setting which only tentatively exists at the moment because this will be the only thing I've actually posted about it on the internet. I plan on remedying that at some point but that's neither here nor there.

These rules are based off the Chase rules in Vornheim.

Anyway, before you have a chase you need vehicles right? For these rules, I assume we are talking things that move around the same speed, confined in some way to the ground and are much faster then people. I'm going to call them cars for the sake of convenience. Cars have 5 Stats; Speed, Handling, Armor Class, Hit Points and Dependability.

Speed and Handling are always modifiers added to the two types of rolls during a chase (Expounded upon below) Armor Class and Hit Points are the same as they are anywhere else in the game. Dependability is more or less a Car's catch all saving throw, except you generally want to roll beneath your dependability.

Your basic Car has the following stats;
Sp: +0
Hand: +0
AC: 12 (Or 8, in a descending AC system)
HP: 25
Dep: 16

This is for a very bland car that can hold four people, or an roughly equivalent amount of people are cargo.

Here are a handful of other Cars for examples;

Old Jalopy you know like the back of your Hand
SP: -2
Hand: +1
AC: 12
HP: 20
Dep: 13

In-advisably Souped up Hot-Rod
SP: +1
Hand: -2
AC: 12
HP: 25
Dep: 14

Law Enforcement Vehicle
SP: +1
Hand: +1
AC: 14
HP: 30
Dep: 16

So on and so forth. I was assigning stats at whim based on what made sense to me. I figure you can make a lot of vehicles based on your instinct this way - Motorcycles would have low HP and less cargo, for example. Cars should cost enough that low level characters can't afford them without a lone and high level ones can buy them without an thought; I think something equivalent to 500 standard Gold pieces would work. Price can be adjusted for especially bad (or good) cars.

On to the actual rules!

You have those being chased and the ones pursuing. Every round the driver of the chased vehicle must declare whether they are trying to outrun (Sudden acceleration, pedal to the metal, etc) the pursuer, or outmaneuver them (Sudden Breaking, a feint and a turn, etc.)

Then the chased party rolls a d10 and adds their dexterity score as well as either their Car's Speed modifier or Handling modifier (The former is applied to attempts to outrun, the latter to outmaneuvering them).

Whoever rolls lower loses an amount of  "spaces" between them and the other Car. This means if the Pursuer wins, they move that many spaces towards the chased Car, whereas the opposite is true if the chased party rolls higher. Spaces are an abstract measurement that can really be anything - We used squares on a battle mat, but it could just as easily be inches on a table top or notches on a piece of paper. If the Pursuer not only manages to win the roll but also manages to overtake the chased car, they may attempt to ram them.

A ramming maneuver is a dangerous but effective way to damage the pursued car. The ramming car does 2d6 damage to the pursued car as well as their own, doing an additional 1d6 damage for every point they manage to overtake them by. The chaser can opt to do less dice worth of damage if they wish, but these must be taken away before damage is rolled.

If either party rolls a 10 or a 1, some unforeseen obstacle pops up that both drivers need to make dexterity checks to avoid. Hitting the obstacle should always have some form of immediate consequences, such as collision damage or civilian casualties. Examples obstacles include
  1. A line of schoolchildren
  2. An Apple Cart
  3. A sharp turn right in front of a shop of some kind
  4. A little old lady walking down the street
  5. A local law enforcement officer's vehicle
  6. A statue of a beloved public or religious figure
And so on. Tables are good for this, and I suggest making one for your locale.

The passengers in either car may attempt to do anything they normally could. Most of the time this will be attempting to damage or disable the vehicles involved. If they are trying something unsafe and something bad happens to the car (Such as a collision) a reflex save or equivalent check needs to be made to prevent them from being thrown from the vehicle. All missile attacks receive a -2 penalty when being fired from a moving vehicle.

If a car takes more then half its hit points in damage, a Dependability check needs to be made. If this is failed, the car has been disabled in some way related to the nature of the damage; a crash may snap the axle, bullets could destroy a tire or something like that. If a natural 20 is rolled, the inhabitants need to move - not only is this car disabled, its going to explode in action movie pyrotechnics in 1d4 rounds! The explosion does 6d6 points of damage, half of that if you can manage a saving throw. A disabled car needs to be repaired before it will work again.

Certain spells, maneuvers or effects may also prompt Dependability checks based on the campaign setting.

A couple of final notes;
  • Accidental collisions do 4d6 points of damage. Anyone inside the car takes a third of the damage done, half of it if they are not buckled in and they fail a reflex style saving throw.
  • If a car reaches 0 hit points or below, it is automatically disabled. It must then make a dependability roll; if that is failed the car explodes as noted above.

Obviously this all goes on in till the pursued gets away or caught - or if everyone gets blown up.

I also had one last system going on. I used something like this to randomly generate the streets of the city as the chase went on. This gave the group more choices (Going left or right, for example) as well as unexpected obstacles (Dead end!) and I highly recommend it.

 

Sunday, May 5, 2013

What I will (hopefully) be working on for a while (The Wondersmith's Libram)

For the last couple of years the secondary purpose of nearly every game I've run is to help build some kind of established setting. The idea was that doing so through playing would help guarantee two things;

A) It would help me establish things that would matter during a game, as opposed to filling it up with little details of varying interest and little use.

and

B) Hopefully I would come up with something that I (and other people) didn't get bored with after a year or so's worth of sessions.

So far, its actually been working. The trick has been to run whatever I wanted and gradually connect it to the "world" proper. This has ended up with something different then I originally figured it would (As can be seen in my obviously amateur attempt at an abstract map) but it works so well for me that I won't ever complain.

I've got various reasons to want to start writing it down properly (At the moment its a lot of disorganized notes and thoughts) and I figure It'd be nice to have it so that other people can look at it, so I'll try putting it up here.

Below is the current list of things I have notes on that I'd like to clean up and post. Think of it as a table of contents for my collected works on the setting, a sort of e-version of some absurd Arduin Grimoire style pamphlet. Hopefully I will also add links to this page as I write these, but who knows if I'll keep that up.
  
Prologue
- The Anatomy of Duose; The Inner and Outer Worlds
- What was
- What is

Part 1, On the Essential Personae
- The Wondersmith
- The Black Marquis
- The Four Pillars
- Regulus, Emperor of Aeon
- The Primordial; Winter, Hunger, Fear and Entropy
- The Magi Collective
- The Madokami
- Whisper
- Zero the Kingslayer
- The Walking Gods
- The King in Chains
- The Wicked Prince

Part 2, On Protagonists
- Notes on Character Classes
- Notes on Character Species
- Magitek, Lost-tech, Relics and Artificing
- Mutations and other Alterations
- Summoning and Binding
- Followers and Companions

Part 3, The Wistful Dark
- The Radiant Kingdom of Shard
- The Starwell
- Aiden, the Fortress City
- The Shadowlands
- The Under-Cities
- The Mourning Sea

Bridge - Saigo, the Last City
- Mother Mercia
- On the City Itself
- Factions in Saigo
- The Labyrinth

Part 4, The Blazing Garden
- The Sun Machine
- Aeon, the City of Gold
- Maple
- The Ruined Domepoli
- Kikai
- The Brilliant Ocean

Part 5, The Hidden Promise
- The Anatomy of the Inner World
- Iron Cross
- Sol & Luna
- Aearth
- Ruin
- Greywald

Part 6, The Worlds Without
- The Dungeon Dimension
- The Astra-Digital Plane (Barovania and other lands)
- Inner Heaven
- The Sealed Abyss
- Wyldspace

(This list will more then likely be added to as I go along, as well as things being broken off into sub categories and other stuff like that.)