Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Sunday, 22 November 2020

A Spell to Free a Soul

Hello nerds. I am busy and this is good. I have one hundred spells that I've written, and I'm currently editing them so they're mechanically comprehensible by People-Who-Aren't-Me. Then I need to write the delicious version. Then I need to write poetry or lyrics in the appropriate style, as the words of the actual spell, for some or all of them.

So if anyone knows a good poet who wants a job writing a hundred short poems about witch nonsense in styles emulating Actual Witchcraft, Grimm's Fairy Tales, Book of Solomon, Thomas Malory, Monks-Who-Can't-Draw-Elephants (or what I suspect their poetry would sound like), etc., let me know in the comments below where I can find examples of their work. This would be good because learning to do Poetry is probably hard.

ANYWAY. Here is one of the spells. One can use it to remove a soul from a body. It doubles as a really good source of ghosts, mindless beasts, intelligent elk, political assassinations/mad kings, and adventure.


Voyage of the Vastness

a.      Ritual:

                                   i.    The caster prepares an Anchor. This is a small container the size of a stone-fruit, in which the following reagents are placed: Three drops of the target’s blood; a pinch of powdered silver; a pinch of grave dust; and any one of a) three drops of elf blood, b) a soul, or c) the tears of a hero. The anchor is sealed with the whispered song of the spell

                                  ii.    The Anchor is given-to or placed-on the target (if attached to an amulet or the like). Once the target is in possession of the Anchor, the spell will take effect within three heartbeats. The Anchor will not spill or open under mundane, nonmagical circumstances.

b.      Effects:

                                   i.    Project the target’s soul from its body, into the ley-filled ether between worlds. The target now acts from the perspective of its soul-form. This form is invisible and silent in the normal world, and floats at the speed of a butterfly. It may pass through solid objects. The soul can hear, though there is a persistent sound of whipping winds. It can see in grayscale, in both light and darkness, though slightly obscured by a grey-white fog. Magical creatures, some rare innocents, and anyone who can see souls/fae/elvish-realms may be able to detect the soul.

                                  ii.    The state of the uninhabited body depends on the moon:

1.      If Waxing, it is seemingly lifeless, unresponsive, cold, and still. It can survive on greatly reduced oxygen, and will starve/dehydrated in weeks rather than days;

2.      If Waning, it acts as a soulless beast, behaving per its animal cunning in pursuit of its fundamental needs. It will do anything it can to keep the Anchor in its possession. It will try to escape restraints unless this will bring obvious harm to the body.

                                 iii.    The target’s soul-form may inhabit another living and soulless body, though there is a risk of madness from this possession. Leaving a possessed body can be done freely if the body is asleep or in the light of the full moon. Leaving otherwise may be challenging, and may still take an inexperienced witch several minutes to achieve.

                                 iv.    Lasts until either: a) the target’s soul is destroyed; b) it re-enters it’s original body; or c) the Anchor is opened or removed from the possession of the original body – this will maroon the soul in its current location, unable to freely move into or out of bodies unless this or a similar spell is cast again on them. When the spell ends, the anchor will open (if not already) with a cold sigh, revealed emptiness.

Monday, 20 April 2020

Quick Fix for Boring Combat

I'm running my game in a few minutes, so I'll be brief.

Sometimes fights in D&Dish games can get stuck in boring land: Rolling to hit is consistently (viewed as) the best option, so everyone just rolls to hit. Was just discussing this on a reddit thread, came up with the thing below. Figured it should be here too.

So. Here is a simple set of mechanics you can add to your D&Dish game. Put it on your character or summary sheets to make it obvious to your players they can do other things than bash.

The key here, I think, is that the non damaging actions are easier than hitting the thing.

<Edit: From the game mentioned above: Oliver Wickersticks, the grim and drug addicted hunter, wandered into the forest at night after a dangling golden necklace. Turns out it was a very large spider with glinty gold eyes. Classic. He was webbed up and almost dragged into the trees before his companion cut him free with the Blade from Between Worlds. Other companions drove off the spider with burning brands. Alas! They discovered that Oliver was bitten in the forearm, through his Cephalosaur cloak. One of the party had seen these bites before - swift amputation seemed a better bet than rapid and fatal decomposition. Several days later: Oliver now has a steel, articulated prosthetic arm, and has to learn to use it. The party learned that the Blade from Between Worlds cuts through arms like butter, but draws no blood. Good times.>

Some Combat Options!

Strike: Roll to hit target's AC. Deal Weapon Damage.

Impede: Roll to hit unarmoured AC +/- target's dex mod. Til your next action, target suffers penalty to Attack or AC for a round of -2 (or your basic attack bonus, whichever is higher). One impede per target.

Set Up: Spend this round's action climbing, luring and baiting, manoeuvring, or otherwise exploiting your target. Next round you get +4 to attack and damage that target. Or Advantage. Or both. Whatever - you can balance your system.

Assist: Make an ability check relevant to how you describe helping. Target ally gets a bonus of 2+ relevant-ability-bonus to hit or AC. One assistant per ally.

Evade: Roll to hit unarmoured AC +/- target's dex mod. If you succeed, you can move away without consequence. If you fail, target has -2 to attack you for the next round.

Wednesday, 4 October 2017

Starting With Nothing

Recently, deliberately, I've been running for people who have either never or rarely played RPGs before. For these players I think that having new PCs start with no equipment, and no more than say 5-25 coins, is a good thing. It's probably good for all players in fact.

By giving the characters ownership of no things, and then presenting with a problem that threatens to take what's left, they are led neatly to a) investigating and interacting with the environment, and b) thinking of interesting solutions. This is Good. It trains them to play the game properly.

The End.

BONUS Extra benefits: 
- Cheap crappy stuff on the equipment list gets looked at; 
- Crappy cheap stuff gets used in interesting ways; 
- All the work you put into making an interesting and expansive equipment list isn't wasted; 
- You can use all sorts of shit as treasure now;
- Treasure is fucking great; 
- Desperate PCs who see themselves as victims of vast relative inequality will, like real life, turn to crime which, unlike real life, is almost always hilarious and fun;
- You can do really fun quests with stupid NPCs who have great accents and no real power, since whatever meagre rewards you're offering for dealing with those morons is better than anything the PCs own;
- Playing NPCs who are basically variations of the peasants from Monty Python Holy Grail is lots of fun;
- PCs will scavenge the dead with voracity;
- Some other stuff;
- Girlfriend is on the phone now.

Saturday, 14 February 2015

My People Are Cowards

http://www.abc.net.au/There are Giants in my town. 

They have destroyed many items of infrastructure to facilitate their passage through city, including lightpoles, traffic signals and footpaths. They are discriminate. We suspect they were brought here by the French, who cannot be trusted. It is a bold escalation in what was otherwise a cold or, at worst, simmering war. This cannot be excused.

And yet, none will battle them. All know that giants create ruckus, and that giants should be battled forever until there are no more giants.  I want to know why my people are not battling them. I suspect cowardice.

They must be shown. I will show them. I have studied the movements of the giants. I have armed myself; I will lead a force at daybreak.

Do not mourn the giant...

Saturday, 7 February 2015

New Feierland: The Rules I Used For G+ Games

NEW FEIERLAND
WHAT THE HELL IS NEW FEIERLAND?
“This place is horrible.”


“All New Feierland Travel Tips seem to boil down to: If you're in New Feierland, you've already fucked up at life,
and you're about to pay dearly for the string of bad decisions that landed you here in the first place.”

Note: This whole system was used successfully for a few years, til the end of 2014, but I've moved onto a new thing. It's not perfect, but I don't think I'm going to update this anymore. There are some decent ideas in here. Feel free to use the system, or pieces, for your games. Some pieces were borrowed from other people. Please ask me if you want to use anything make money.

Tuesday, 3 February 2015

Making A Character Is Like When You Text Message Intimate Things To Your Intimate Partner

By which I mean; it's foreplay. If you get new players, get a new system, start a new campaign, one-off, whatever, your players are going to be turning dice into characters*. This is great for various reasons, but let me backtrack a little...

Friday, 30 January 2015

For When The PCs Go The Wrong Way

There occur at times situations you have not prepared for. I often encounter these situations when running RPGs. PCs are renowned for doing the incorrect thing at basically every opportunity, and about the only thing you can guarantee when you make a dungeon is that the PCs won't see it all. Commonly enough they'll seek out the things that aren't the dungeon and don't, in fact, exist yet. Deliberately. To upset you.

Here is a thing I use to throw content at them until they straighten themselves out and stop ruining the game for everyone*. It's for D&Dlike games. It fits comfortably on an A5 page. You may enjoy it. 



Bartender: The Servening

A game for between 1 and 7 poor to excellent humans.
You are a Bartender or you are the GM. It's 3am on Wednesday. There are no customers right now. Play the game as follows: