Kinslayer's blog

Training, expanded

In Midian, characters improve through two ways: experience and training. Experience is a metagame thing. Your character gains points through doing interesting things, then you get in-game goodies when you reach certain benchmarks. In other words, when you go up in level. Training is most often used when learning a new skill or the uncommon occasions when someone gains a new class or codicil.

Psionics

Detect Intrusion
Mystical
Basic
180 hours
Psionic

Technomancers

Blueprints, wiring diagrams, source code, calling plans, napkin scribblings, misspelled blog rants, & other arcana are the province of those strange industrious mages known as technomancers. These are the builders of engines, the designers of complex siege weapons, and makers of bizarre traps. Their faces are covered in soot, and their hair is blown back wildly from years of steam-related accidents. Unknowable tools hang from their belts like the acronyms that mark their speech. The sciences are their passion, technical knowledge their province, clockwork devices their closest companions, and steam is their bitch. What the modern world would consider mad science is mad magic in Midian. These non-mystical wizards craft their bizarre iron & steam-powered abominations, analyse the alien Extrinsic magic items, and create technomantic devices both large & small.

If you are looking for a plug-in class where you add "2D4 damage" from one chart to "requires 3 rounds to cast" from another to make your character's inventions, then you are out of luck. If on the other hand you want a class that gives you an excuse to unleash your unholy designs on the campaign, where your response to the Game Master saying "You can't do that because it wasn't invented until the 1900's" can be "Here's my own schematics--suck it," then you just might be in the right place. It takes a certain kind of player to explain how a steam-powered flail might work, or to draw up plans for a submersible boat with giant claws, or to think up little ways to make oil lamps more powerful & fuel-efficient. Are you that player? Do you have what it takes?

25 Shields

Note: This is very much a work in progress. Some of this isn't even in sentences yet. I wanted to give another sneak-peak at the behind-scenes creative processes. That, and to add a whole bunch more shields to the game.

Right now it's just basic categorisation stuff. Block bonuses, cost, weight, et al. still need to be done.

Arrowed!

Hammerhead
Attack: up to +3 against armour
Damage type: Stabbing
Damage: 1D10 + bow, partially ignores damage reduction
Features: Partially Ignores Armour, Flexion, retractable blades
Size: 3 feet long; two pounds
Cost: 20 guilder each

Warlandi

You are going to die. In fact, you are already dying. The only question remains whether this is an ending of your choosing, or the Wasting's. The Warlandi are monsters formed of metal, bearing strange modifications to their armour, and never knowing which day will be their last. Once you were one of the strange and xenophobic nomads of the Elder Kingdoms known as the Sanlandi. However a vile curse--or perhaps a bizarre disease--has struck your body. The flesh starts to rot, hair falls out, and you experience constant pain.

Sorcerous Adept

Most wizards study for years to master their craft. The sorcerous adept simply makes magic naturally. No one knows why, but they seem to have an instinctive grasp on mystic forces. They don't study, and no one taught them--they just know. Whether a spell was born of practicing what ritual just seemed to work right once, or if they woke up one morning with words of power on their lips, sorcerous adepts know magic as an instinct.

Skills
Augury
Dispel Magic
Superstitions--select four
Scrying I
Select any four mystic skills
Select any two divinations
Select any one curse

Disks of Power

Each of these is a flat octagon about five inches across. They are made of a hard white ceramic, with an odd circle in the center, almost 4 inches in diameter. This strange feature consists of shifting and swirling iridescent colours. The pattern of colours describes a symbol in the center of each circle. This middle circle is soft, smooth, and slightly warm to the touch, and one can feel the described symbol embossed within. The symbols are: arrow, fist, lightning bolt, lion, pair of snails, serpent, shield, sun, turtle, winged bear, and wolf.

Tithing and Charity

"Do you aid your brothers? Nay, I say to you that you do not. If a stranger says to you, 'I am cold and tired, give me your robe, give me your home,' do you give him your robe or your home? Do you give him these things and also slaughter your young calf to feed his belly?

Weather chart

Right now, it's a 1D20 chart. This is destined to someday be part of something much bigger with a GM's helper.

1.It's raining.
2. It's raining and windy.
3. It's raining and cold.
4. It's raining and windy and cold.
5. It' raining and hot.
6. It's raining tremendously. It seems to be falling sideways--or up.
7. It's raining with violent lightning & thunder.
8. It's too cold to rain.
9. It's cold & windy.
10. It's a big, nasty, child-eating storm.
11. It's lightly drizzling, just enough to irritate.
12. Hailstones are falling, big ones.

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