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Archive _14c Epic campaign I want to expand the Immersive Game World idea a bit. I am calling on all willing GM's to participate in a massive story arc. The idea is for each of us to coordinate our efforts for a time, and have the total affect the parts. I know, this is already the idea, but I want to get with other GM's ahead of time, and keep in contact with them while we pull this off. We keep each other advised of what goes on, and have this affect our individual games. This will be a limited time project, so it won't completely take over your games, and if you get sick of it, you can drop it afterward. I've already talked to Kinslayer about this, and he suggests the Peasant Uprising in Formour/Postwar Troubles in Osterre & the North. This will be a big enough story so that our groups won't be stepping all over each other. Contact me via email, this thread, or PM. I am willing to be the coordinator, and have already gotten official support of Lost Souls Publishing for this project. d That's bad. e f Check it out on their forums at: [url]www.cs.cmu.edu/~tpope/bostonia/[/url] g It's been a great deal of frustration for nameless & myself, but they're back... h i j Terror joke Terror on Church Street reference... in binary. k I knew it would be worth it if I checked back every few days... Good to be back. l ... I just noticed my title "moron" what gives? U m I can get called a m o r o n, but I can't type it???>? n Understanding the humor: failed Retry? / Abort? o p q Actually, it's good work on D:TPH. I liked it enough to start playing Midian. % r s t u v "The Lost Souls & Midian Undead Forums" I like the sound of that... > w Officially, the Phantom classes are Human-only. While the Goths may claim publicly that they are an open & inclusive culture, the reality is that they can be at least as clicquish as anyone else. The restrictions for Phantoms is certainly evidence of this. You will note that one of the requirements for the class is [i:1a2ca84e9c]Gothic Ancestry[/i:1a2ca84e9c]. This is not something that can be randomly rolled for a non-Human, nor selected from the Player's Choice list. Even with other Human ancestries, you still wouldn't qualify if non-Human. Yes, this is racism, and unapologetically so. Despite all of the cool & scary things about the Darklings, they do have their negative points. It is possible for anyone--Goth or otherwise--to work for the Darklings, even to gain a great deal of authority & power, but never as a Phantom. That is reserved for ethnic Goths born during a storm, who are well coordinated and not ungraceful. x y x z [*:d73294411c]The game is instead designed to revolve around factors such as: a working ecology & economy, player input into world development, long-term character growth (not defined as "more powers"), social interaction, and other factors--completely separate from murdering & stealing. [*:d73294411c]As a Dark Fantasy game, Midian features thematic elements that are closer to Horror than Heroic Fantasy (also called High Fantasy). One of the design principles is Japanese roboticist Masahiro Mori's "Uncanny Valley" theory. Stated briefly, the more something artificial resembles a real person, the greater the acceptance level. For example, a photo-realistic drawing is viewed more favourably than a crude cartoonish sketch, or a computer interface with natural language is seen as better than something that only spouts machine code. However, something happens at the point just before it becomes indistinguishable from humanity, acceptance level drops to revulsion. Instead of "that android almost looks human," it is instead "that bloke looks like a walking corpse." It's being confronted with that feeling of [i:d73294411c]not quite right[/i:d73294411c] that is much more horrifying (especially as a player) than facing a purplish blob with flailing tentacles. By keeping foes in the game closer to home: fellow sentient (if nonhuman) species, humans acting monstrously (e.g. serial killers), normal beasts (which idea gets your heart pumping more, being attacked by angrily barking dogs, or sending a fireball against a 2124 foot beast that breathes a cone of lightening 3 times per day?), and the not-quite-normal (e.g. Undead), the game has the potential to be much more terrifying. Instead of a catalog of beasts comprised of kill targets, with accompanying treasure & experience for slaying, we decided to go for foes that you, the player, could wrap your brain around easier, and thus play out the horror angle, rather than wipe-out-the-level. [/list:o:d73294411c] Besides, far too many of the "monsters" in these other games are either nearly identical (orcs, hobgoblins, orogs, uruk hai, great goblins, etc. they're the same beasts really), or it is obvious that the game designers were reaching for something 1)"new & creative" failing miserably, 2), looking to fill up page count regardless of the crap result, 3) going for a really lame joke... or taking a typo & running with it (thoul, anyone?), 3) or were desperately looking for something else to stick in their bestiary... and such desperation is obvious to all, or 4) completely high when they wrote that section... Œ { Just to head off the questions, "Extrinsics" are those otherworldly creatures, such as Demons, that originate outside of Midian. In other games, these would be referred to as "extraplanar," "outsiders," or "plane walkers." "Extrinsics" is the proper term, and will be used as the metagame term, as well as by scholars, loremasters, and mages. Colloquial terms are in use by the common folk. Inhabitants of Norditerre (Kingdom of Formour, Heldannic Confederation, Elven Homeland) use "Outlanders," and the inhabitants of Suditerre (Byzant & the Elder Kingdoms) use "Fantasts." Note that there is a subtle (yet mystically binding) distinction for the term. While it is generally safe to assume that any given Demon is an Extrinsic, and any given Elf is not, there are exceptions. For example, a Half-Demon that strongly resembles his Demonic parent could have been born on Midian--and thus immune to magics that banish Extrinsics. Likewise, a Human may be a traveller from another plane of existance, and would be affected by such magics. Many Elementals, but not all, are Extrinsics. MoonHunter is the originator of the term "Fantasts." R | Once upon a time, we had guidelines for using assistants for spellcasting. These rules could, by extention, be used for other types of qualified help. We [i:adab1a3bee]were[/i:adab1a3bee] going to include these with the "Undead familiar" section of [i:adab1a3bee]Death: The Pale Horse[/i:adab1a3bee], but can't seem to find them. They aren't included on Kinslayer's "scratch sheet" master text file of ideas, nor are they anywhere on these boards. (Of course, there may be some corrupt database entries from the change of servers that may be causing some posts to be lost--there seems to be some gaps in certain threads, but by now we can't remember if they were there originally or not.) If anyone remembers these guidelines, or has ideas to replace them, please let us know. w } [*:84c087cd3a]it's independent upon the assistant's skill level, much like the flanking bonus isn't based on the other combatant's skill level--it would always apply equally; [*:84c087cd3a]it's easy to remember; [*:84c087cd3a]it's not easily corruptible, that is, you can't cheat the system by having 600 people assist you with whatever skill to get a monstrously huge bonus (the "too many cooks" theory); [*:84c087cd3a]it gives more options, in that you have to choose between having someone assist you & them working independently; [*:84c087cd3a]it would apply to a large range of situations, from combat to smithing, to negotiations, to ritual spellcasting. [/list:o:84c087cd3a] Assistants that lack the skill can still be used as gophers, holding books open, etc. but wouldn't actually affect the outcome--thus no bonus. They may still be quite useful, but wouldn't actually increase the effective caster/other skill level. For familiars, it would be as if the familiar knew all mystic spells that its master did for purposes of being a competent assistant. The familiar can't actually cast spells (unless it knows mystic skills on its own, such as a demonic familiar), but can help out the mage. This is more in line with the traditional view of familiars from history, rather than as a spy/combat modifier that a first-level sorcerer gets, but loses permanent hit points if slain... Any ideas, suggestions, critiques? Should this be the new guideline? Do you remember the original? Do you have other ideas? ~ The following is a list of the current countries/nations of Midian: Kingdom of Formour Byzant Empire Heldannic Confederation Elven Homeland Killian Empire Firps' city-state (Ceekay, this needs a name; don't make me call it "Firptopolis") Northern Protectorate (new, created following the Scourge War) Orckish Highlands (new, created following the Scourge War) ~~~ The following is a list of areas that aren't properly countries: Elder Kingdoms (collective term for all of the nations in Suditerre other than Byzant) Farreaches Gothic tribal lands in Osterre Ogre lands in Osterre ~~~ Any additional ideas for countries are of course always welcome. There may be other "official" nations developed by LSP in Norditerre & on islands of the Greatsea. The Elder Kingdoms & most of Byzant are going to be left for development by GM's & fans. If you use other countries in your games, or just have an idea for one (or a state in Byzant), then include them below. fa1221ef5f The world map is finally done. The page [url=http://lost-souls.servebeer.com/WorldMap.htm](here)[/url] seems to be having some problems, though. We always test out new pages with multiple browsers, operating systems, & connection speeds, but this is a first. It works sometimes, but not for everyone... Some times it demands a username & password, sometimes it doesn't load the images, sometimes it pretends like it's loading the images, but hangs forever without timing out. I just don't get it. Yes, the images are big (a bit under 200kb), but not so much that it would cause these problems, and certainly it wouldn't cause a logon prompt. The html code for the page is tiny (only 1 1/2 kb)--the page is pretty much just pictures--so it's easy to check. There isn't any open brackets, quotes, tags, etc. and there isn't any javascript or other complications. I guess this is how Kinslayer felt getting these forums back up & running... 1 0184f76ece ) ) up again. I'm going to try and integrate your ideas into the game. Hell, it's better than the silence we've been getting lately. e244e211d6 îThat's a really great way to put it. Still, it might be nice to have [i:e244e211d6]something[/i:e244e211d6] for the players to fight occassionally, other than: a person, that would get the pc's thrown in jail for murder sending waves of zombies, that would involve depleting entire cemetaries or going with the racist approach, such as always making Trolls, Hobgoblins, or Orcks the bad guys. Some stats on the aforementioned angry dogs, Demons, Elementals, etc. would be appreciated. 84f8af1195 Old concept (for Midian, and before Midian) I like the common terminology. That adds a nice bit of local flavor & personality. What about the Killians & the people of Osterre? 1cde287f83 5ad9645f48 I'd like to see the "new spin" option myself. I've seen samurai abused in other games (with the exception of Rifts Japan), and ninja ruined [i:5ad9645f48]everywhere[/i:5ad9645f48]. I hope that this will be pleasantly different. I think that Midian's magic system would work really well for ninja-magic; the two just seem to be made for each other. 152dbc6b5d [b:152dbc6b5d][i:152dbc6b5d][size=18:152dbc6b5d]Correct use of Shovel[/size:152dbc6b5d][/i:152dbc6b5d][/b:152dbc6b5d][/quote:152dbc6b5d]Unfortunately, that joke couldn't be used, as D:TPH doesn't exactly have chapters. Q f9f114b787 ? This makes sense, and keeps the ruleset from becoming unwieldy. Š 35e0ddc49b Historically speaking, in any given area & time, there have usually only been one main power, and a handful of subordinate areas, with "barbaric" wilderness around them. Even when you look at the entire world, there were still only a small handful of great empires in existance at any one point, and these were geographically disparate. Given this, Midian's number of countries & peoples makes a lot more sense. However, I would also like to see more smaller nations & cultures, just to round things out. It also makes for a more interesting world if the great nations have smaller nations to deal with, rather than building up armies that are never used. 78511b2162 Ì Nameless just made "Vandal," so that should give you some idea of how much more you have to deal with your current title. Just please don't spam for titles again (you and nameless both). It's tacky. × 341be02c60 Here's a simple one: Two Humans, 10's in all attributes, each with shortswords & melee short III & no other applicable traits or skills--this is all PM'ed to me by each party. We'll call them Wayne & Garth. Wayne challenges, Garth accepts, & chooses shortswords (he could have chosen "melee" or "any weapons," but he wanted shortswords in particular. Wayne selects "first blood" as the condition, and Garth finishes the selection by choosing the Citadel Arena at noon. Unless either wants me to hold off on some of their bonuses or traits, I use the max for each for the initiative roll. Wayne wins initiative with an 8, to Garth's 6. Wayne strikes with a 14, but Garth parries with a 16. It's Garth's turn, and he rolls a natural 19--automatic hit, no defense, fight over, winner Garth. It would look something like this: (This is all going to be via different posts on the same thread, by the way, in case you didn't get that.) Wayne: I challenge. Garth: I accept, with shortswords. Wayne: Very well, to first blood, then. Garth: I shall meet you at the Arena in Citadel at high noon. (Both of them need to PM me with the important character sheet info by now.) ME: Wayne gets 8 for initiative, Garth gets 6. Wayne, you're up first. Wayne: Since I can't circle around him to get the sun in his eyes (Wayne's usual tactic), I'm going to immediately pounce upon him, thrusting the point of my blade at his eyes. ME: Wayne gets a 14. Garth, any defense? Garth: I slam the hilt of my sword agains his, and stepping inside to use the force of my body's motion against his. ME: 16, successful parry. Garth, it's your go. Garth: Since we're locked up tight & close, I'm going to thrust my sword down suddenly, into his gut. ME: Natural 19, critical hit, Garth wins. Note that I (or whomever else moderates a battle), can determine the Descriptive Bonus for a post. If the combatant's have something that they want to use, then they can pipe-up with it, just like in a table-top game. For example, if Garth's parry had failed, and he had the [i:341be02c60]lucky[/i:341be02c60] trait, then he could have stated that he was retesting with that. Does that help? Chicken?... Brains?... H a5547a738e Boots, mine 05eb677dfc > Ass You can say "ass" here. You don't need to say "@ss." Eat bird... e044243ba6 & Dear fucking god!!! Finally my home!! 13e3d39080 b I did put the Pratchett quote in Death, by popular demand, just before the descriptions of spells. In a row? Actually, the total is 66, syndic doubles [i:200d3582d0]all[/i:200d3582d0] starting contacts. 5be9511281 < I think that you know the stock answer to that by now, Liam. 0db1357ff1 As for Osterre, that's up to Ceekay. I'm not really sure that they would have a common term for Extrinsics. Given that there are far more rare & strange beasts on that continent than elsewhere, the natives aren't as likely to need a word to separate local from non-local creatures. I a41ea7a873 7 And Volgor jumps right back in, with blasphemy first... 42a34af150 |That's one vote in favour of. We're going to be conscious of any future guidelines that would just add unneeded bulk to the game engine. Additional options are cool, but adding a rule just to be having a new rule for something isn't. This will hopefully keep Midian from being a bloated beast of a game over time (look at how awful AD&D got with the Skills & Powers stuff). = 892c72fe7d + And here I thought it was from Beetlejuice. da7a7a5d58 o Kinslayer didn't mention it, but this game is drawing to a close. Someone can win it in just a few more posts. 599706ff01 ( "Party on, Wayne." "Party on, Garth." + cb58bc681f Ive been holed up in this Shadowed Skulls guild for a few weeks on and off, and I might have a little advice for them; open a fucking window. Cobwebs and bones lying around isnt decorating, its being lazy. My head is killing me. Oh sure, they pamper the dead like little crusty ichor oozing newborns, but when it comes the living, thats right, wrap a bandage around that skull-chasm with a fucking flower in it or something. My asshole cultist brother showed up and wants to be all brotherly and shit. Pasty-white freak. My new pal Nevyn (spelling? Ah, fuck him), is up to something, my asshole detector warns me, but thats ok Id do the same. Gwinni (? Spelling, ow, thinking hurts more than usual) and Sir Magnus have been out training to do whatever gets them off. And in closing dear journal, Im going to take some time off to let this cranium gorge scab over. ¡ Kagan Lovegrave I would like Kagan to relax in the Shadowed Skulls guild and practice card throwing, swordplay and archery. Also, I would like to have him get info (maps, guard routes, amount of booty) on some rich estates and businesses in and around Gnolopis. He hasnt stolen anything in a decent while. Ill also want to see if Nevyn would like to help with that. Hadrian Burnport Id like Hadrian to summon all the Atrum Ortus members in Gnopolis and surrounding towns for a meeting. Id need to get volunteers among them to serve the church by performing few tasks. If there are not enough followers in the area to meet these needs (and I doubt that there are), I would like to send a messenger to my master requesting a transfer of personnel to Gnopolis. People needed: I have already dispatched someone to keep an eye on the general activities of the Shadowed Skulls Guild. (Lets call him Demian Ral) A Syndic for their many abilities. The first order of business being finding a new locale for a base of operations. I mean church. Something by the docks would be nice. A messenger to get to my HQ. A scout or tracker to tail Hadrian wherever he goes. The purpose of this to make sure no one else is tailing him, and to come to aid only if absolutely necessary. A few archers to be on call when summoned. Four guards at the temporary home of Atrum Ortus, hired on only none are available. A few ruffians to covertly guard the temporary temple. Eventually Id like to get some of the specialized priests of Atrum Ortus to assist in the Gnolopis operation as needed. If there are any of these in the area, that would be really nice. (in order of importance) Nychta Anichetis Nychta Ektos Nychta Prelator Nychta Bothenia Nychta Katara Nychta Aetus- Seer Nychta Terus Even further down the road, Id like to draw up plans to build a large chapel/fort in the countryside near Gnopolis. ¢ [b:11c0b0afb0]Kagan: [/b:11c0b0afb0] The guild can provide help with all of this. You have free access to practice weapons & advice for the sword & bow. You can get help with throwing cards if you make it into a drinking game. As the guild also provides guard services, you have easy access to guard routes/times & can overhear talk of certain loot. Maps will be harder to come by for interiors. [b:11c0b0afb0]Hadrian: [/b:11c0b0afb0] Rather than transfer, you are told to try and recruit good people for your needs. Once you get a sizable congregation, then priests will be sent, in the order you requested. There are currently 14 followers in Gnopolis, and another 6 in Scientius. Counting yourself, that 21 is the total for the Darkmouth Emirate. Three of them (two in Gnopolis, one in Scientius) are syndics, and will gladly offer their services to the church. One of the Gnopolis members is a skilled manhunter; his youthful features and small stature will serve to hide him well in a crowd. There aren't any skilled archers among the followers, but two have prior military experience with crossbows, and are willing to train others if provided with the necessary equipment. One of the Gnopolis syndics among the flock can assist in a good deal for a dockside warehouse. There's some signs of minor fire damage, and a lingering odour of both rat & mouldy flour, but that can be easily cleaned. The property was claimed by the city after the previous owner died, leaving no heirs. Two largish members have volunteered to take shifts watching the warehouse/church until proper security precautions can be made. As far as ruffians, the docks already have people working that angle: a gang of Goths seems to be running a protection racket. ß £ An [i:5fb270bdc1]old[/i:5fb270bdc1] idea for the Midian DFRPG, one of the original, we-need-a-new-system-for-this ideas, is that of stacking small classess on top of one another. Once again, We have been slack in this. Currently the only uses of this idea are with branch skills for soldiers & magical traditions for apprentice wizards, and even then there is only 1 published, and two others available (for now, wait until Conquest). We're planning on expounding upon this idea, especially for things that need more than a skill suite (necropolitan is as bloated as they come), but don't really merit a class. For example, a [i:5fb270bdc1]Manhunter[/i:5fb270bdc1] can be a special attachement to the hunter class (from Famine). It can either be nearly a skill suite, with a few additional bonuses/features, or a tradition-type add-on, with a few select level bonuses. Like almost everything else in Midian, it will be fully stackable, so that a manhunter-slaver-chainmaster-hunter is possible. Would that her website were still around, I would suggest this as a good option for Mandy's new classes--they would be perfect for this idea. Any ideas for this? < 13da756404 * It would require master-level Cooking skill, have knives as a class skill, and grant a heat/fire resistance every few levels. It would be small, perhaps only about 5-9 levels or so. We can also make advanced classes, like the Phantom classes, that require higher degrees of skill & wouldn't be available for starting characters. Ceekay was working on something along these lines for his elite Elven rangers. N ¥ The maps are sized from about 58" wide by 41" tall, down to about 20" wide by 14" tall. Maps are printed on a non-weather proof matte canvas material that can be rolled or stretched into a frame. Also, any color or texture background desired can be added, but the standard background is white. Here are the prices, sizes are approximate: 58" x 41" $165 40 $80 30 $45 20" x14" $20 I Š 030d5bcfb0 - How do you want buyers to contact you, Kagan? š WTF? © If Humans originated in what is now the Oldland Gothic tribal lands, why doesn't the map orient to the south? Humans weren't the first mapmakers, and weren't the first to use magnetic compasses for navigation. Elves, Dwarves, and Humans all developed magnetic compasses independent of each other. Humans instinctively orient things, and the trend after the development of navigation (especially after the compass was invented by them) was to orient the map to the north [there is a notable exception in ancient China, however]. Dwarves considered the compass to point north, and began orienting maps accordingly. Previous maps were centered around a Mountain Kingdom, and oriented randomly. Elven maps have always considered a compass needle to point both north and south. Many Elven maps have text on the "bottom" half that is upside down from a north-oriented perspective. Elves considered magnetism a type of magic, useful for navigation, something neat to play with, and for the occasional decoration. Dwarves took a more pragmatic view of magnets: for navigation, holding metal tools, etc. and saw natural magnets (lodestone) as something of a naturally occurring form of alchemy, when they thought of the operating properties at all. This was early in Dwarven history, and they had little mysticism in their society. Long ago, a Dwarf was attempting to make "interactive jewelry," and accidentally discovered the electro-motive force [by reproducing something akin to Faraday's experiments]. However, this discovery was only something of a minor curiosity, and this scant knowledge was lost during their subjugation by the Olde Empire. 86dfaec063 maps for sale9 Mail me at negative001@yahoo.com if anyone is interested.a « ¬ c05cde1f51 -I'm working on this for a few reasons; 1) Fast way to roll up contacts, buddies, and hirelings. 2) I wanted a chart to help me make new PCs. 3) Random skills could help out when the GM throws somehting unexpected your way. Does this system make a realistic character? Sometimes. I rolled up a few and most of the time all you need is a little adjusting and your NPC may turn out OK. There is a high chance that most characters will be average humans with one or two oddities. The parts I'm not sure about are the attributes cheater and the skill section. It's easy to get a really low or really high attribute, but this may help make the NPC more three dimensional. The skills roll is clunky and will require remodelling. Enjoy! --- Random NPC Generator System Race 1-6 Ghoul 7-13 mixed 14-17 Troll 18-30 Dwarf 31-75 Human 76-81 Elf 82-90 Hobgoblin 91-100 Gaijin - Human Modifiers Height (roll D100 then add 1D12 -1) 1-6 3 7-16 4 17-45 5 46-88 6 89-96 7 97-99 8 100 9 Weight 3D100 Eyes 1-30 Brown 31-45 Blue 46-55 Green 56-65 Gray 66-75 Mix (ie blue-green) 78-80 Orange 81-83 Black 84-86 White 87-89 Red 90-92 Silver 93-95 Gold 96-97 Two colors (both eyes different) 98-100 Glowing color (reroll) Skin 1-4 White as Snow 5-15 Pale White 16-25 Eggshell White 26-36 Light Tan 37-48 Tanned 49-60 Dark Tan 61-70 Light Earth Brown 71-80 Dark Earth Brown 81-90 Earth Brown 91-94 Night Black 95-100 mix shade with other color 1-25 Yellow 26-50 Blue 51-75 Green 76-100 Red - Features (D4?) 1-15 Tattoo 16-29 Scar 30-34 Birthmark 35-39 Freckled 40-42 Walks with Limp 43-45 Oily Skin 46-47 Baby-soft skin 48-51 Leathery skin 51-52 Animal-like feature 53-54 Unibrow 55-56 No Neck 57-59 Bald 60-62 Long Hair 63-65 Hairy 66-68 Steel Jaw 69-70 Bulging Eyes 71-73 Nice teeth 74-76 Fang-like teeth 77-78 Dick Cheney teeth 79-83 Unkempt 84-89 Well Groomed 90-92 Missing finger or toe 93-94 Extra finger or toe 95-96 Webbed fingers and toes 97 Forked tongue 98 Remnants of twin sibling 99 Vestigial tail or wings 100 Sometimes Visible Aura - Status 1-2 Acknowledged 3-4 Artful Dodger 5-6 Avaricious 7-8 Blessed 9-10 Cherished 11-12 Clean 13-14 Courtly 15-16 Disciplined 17-18Dishonest 19 Divine 20-21Dominant 22-23 Earthly 24-25 Elite 26-27 Enraged 28-29 Esteemed 30-31 Eternal 32 Famous 33 Feared 34-35 Genuine 36 Greater Nobility 37-38 Grounded 39 Holy 40-41 Honest 42-43 Imperial 44-45 Influential 46-47 Insightful 48-49 Judicial 50 Knighted 51-52 Knowledgeable 53-54 Known 55 Landed 56-57 Leader 58-59 Masterful 60-61 Named 62-63 Neat 64 Noble 65-66 Polite 67-68 Regal 69 Renowned 70-71 Respected 72-73 Sly 74-75 Take-charge 76-77 Tenacious 78-79 Titled 80-81 Triumphant 82-83 Trouble-magnet 84-85 Trustworthy 86-87 Trusty 88 Unholy 89-90 Unique 91-92 Untouchable 93-94 Unstrustable 95-96 Vengeful 97 Warror 98 Wealthy 99 Well-known 100 Wise - Disposition 1-4 Bitter 5-9 Fiery Temper 10-14 Friendly & Polite 15-19 Gregarious & Joking 20-24 Jaded-Downcasting 25-39 Jaded-Upbeat 40-44 Judgmental-makes snap decisions 45-49 Mean & Cruel 50-54 Monotonous 55-59 Morbid-Depressing 60-64 Morbid-Odd Humor 65-69 Motormouth 70-74 Pompous & Overbearing 75-79 Sour-Frowns a lot 80-84 Stuck Up 85-89 Sunny-Always Smiling 90-94 Total Bastard 95-99 Indiscernable-Neutral Expressions 100 Roll for another - Ethics and Morals 1-5 Aberrant 6-10 Amoral 11-15 Anarchist 16-20 Anti-moral 21-25 Authoritarian 26-30 Chivalrous 31-35 Honorable 36-40 Individualistic 41-45 Justice 46-50 Legal 51-55 Machiavellian 56-60 Materialistic 61-65 Might Makes Right 66-70 Moral Conformist 71-75 No Set Code 76-80 Principled 81-85 Religious 86-90 Self-focused 91-95 Sociopath 96-100 Roll for another - Classes 1-10 Apprentice Wizard 11-21 Martial Artist 22-26 Phantom 27-39 Rogue 40-49 Scout 50-61 Soldier 62-67 Syndic 68-71 Dread Warrior 72-79 Hunter 80-84 Necromancer 85-88 Shadow Lord 89-97 Dual 98-100 Other** - Attributes cheater 1-3 5 4-8 6 9-12 7 13-17 8 18-22 9 23-31 10 32-44 11 45-56 12 57-62 13 63-70 14 71-77 15 78-82 16 83-85 17 86-88 18 89-90 19 91-92 20 93-94 21 95-100 reroll 1-40 22 41-60 23 61-74 24 75-00 25 - Skills 4D100 for each skill slot. Choices 1-3 will be impossible to get, I know, so if you roll a four, roll a D4 if you need a random choice. Apprentice Social 1 Acting 2 Bartending 3 Battle Cry 4 Dancing 5 Dead Language 6 Eavesdropping 7 Poetry 8 Public Speaking 9 Singing 10 Speak Language 11 Temptation Technical 12 Accounting 13 Agriculture 14 Anatomy 15 Animal Husbandry 16 Animal Training 17 Appraisal 18 Architecture 19 Armorer 20 Basket Weaving 21 Blacksmith 22 Bookbinding 23 Botany 24 Bowyer 25 Breakfall 26 Byzant History 27 Calligraphy 28 Carpentry 29 Cartography 30 Cooking 31 Craft Musical Instrument 32 Diagnosis 33 Drawing 34 Dwarven History 35 Dwarven Legends 36 Elven History 37 Engraving 38 Epics 39 Fishing 40 Fletcher 41 Formourian History 42 Gem Appraisal 43 Goldsmith 44 Heraldry 45 Horsemanship Calvary 46 Horsemanship Expert 47 Horsemanship Knight 48 Jeweller 49 Juggling 50 Law 51 Leather Working 52 Locksmith 53 Mathematics 54 Meteorology 55 Military History 56 Operations 57 Painting 58 Physics 59 Play Brass Instruments 60 Play Percussion Instruments 61 Play Stringed Instruments 62 Play Woodwind Instruments 63 Sewing 64 Shoemaking 65 Songs 66 Small Item Crafting 67 Stone Masonry 68 Swimming 69 Sword Polishing 70 Weaponsmith 71 Weaving 72 Zoology Martial 73 Blade Etiquette 74 Blindfighting 75 Body Check 76 Disarm 77 Dragon Punch 78 Lightning Strike 79 Pin 80 Sure Grip 81 Timing Mystic 82 Alchemy 83 Arcane Symbols 84 Aura Perception 85 Blood Blessing 86 Great Leap 87 Lunaruen 88 Magic Lore 89 Metaphysics 90 Runes 91 Wayfarer Basic Social 92 Boasting 93 Culture 94 Dialects 95 Etiquette 96 Grooming 97 Lip Reading 98 Story Telling Technical 99 Disappear 100 First-Aid 101 Horse Grooming 102 Horsemanship Basic 103 Horsemanship Exotic 104 Instant Stand 105 Knot-Tying 106 Literacy 107 Military Procedures 108 Packing 109 Running 110 Set Bones 111 Spring Mounting 112 Speed Reading Martial 113 Ambidexterity 114 Ankle Lock 115 Arm Hold 116 Armour Maintenance-Chain 117 Armour Maintenance-Light 118 Armour Maintenance-Plate 119 Body Hold 120 Bow Maintenance 121 Choke Hold 122 Circular Parry 123 Closed Fist Style 124 Defensive Stance 125 Drill & Ceremony 126 Elbow Lock 127 Finger Lock 128 Flank Riding 129 Florentine Style 130 Graceful Avoidance 131 Ground Fighting 132 Hand Parry 133 Hasty Fighting Position 134 Heavy Armour Use 135 Knee Lock 136 Launch 137 Leg Hold 138 Light Armour Use 139 Medium Armor Use 140 Mounted Leap 141 Neck Hold 142 Power Block 143 Quickblade 144 Rear Defence 145 Run-Through 146 Sentinel Removal 147 Shoulder Flip 148 Signature Combat Move 149 Tactics 150 Weapon Maintenance Mystic 151 Ambrosia 152 Blood-bonding Ritual 153 Chemical Distraction 154 Detect Gates 155 Disappear Advanced 156 Flying Powder 157 Glyph Writing 158 Gunpowder Formulae 159 Intuitive Reflexes 160 Meditation 161 Necromancy of Intelligence 162 Non-Detection 163 Rice-Paper Walking 164 Spear Balancing 165 Summon Gneeches 166 Summoning Circle 167 Superstitions 168 The Art of the Deal Proficiencies Social 169 Administration 170 Bartering 171 Bullshit 172 Conversational Dominance 173 Detect Lies 174 Diplomacy 175 Distinguished Expertise 176 Glare 177 Insults 178 Intimidation 179 Make-Up 180 Seduction 181 Streetwise 182 Teaching 183 Vocal Impressions Technical 184 Alertness 185 Animal Lore 186 Balance 187 Catch 188 Chemistry 189 Climbing 190 Electrical Engineering 191 Escape 192 Field Improvisation 193 Forensics 194 Forgery 195 Herbalism 196 Hiding 197 Holistic Healing 198 Hunting 199 Jumping 200 Land Navigation 201 Lock-Picking 202 Mechanical Engineering 203 Nautical Navigation 204 Pickpocket 205 Polevaulting 206 Recognize Tracks 207 Scrounging 208 Sleight of Hand 209 Sneaking 210 Survival 211 Tailing 212 Tracking 213 Trapping 214 Travel Sense 215 Tumbling 216 Walking Martial 217 Akijutsu 218 Artillery 219 Atemi: Pain Touch 220 Bear Hug 221 Brawling 222 Dodge 223 Fencing 224 Grab Attack 225 Hand to hand Street 226 Melee Weapon 227 Ranged Weapon 228 Shield 229 Shoot from the Hip 230 Sword Catch 231 Take It Like a Man 232 Wrestling Mystic 233 Analysis 234 Divination-Cards 235 Divination-Pendulum 236 Hypnosis 237 Lesser Protection Circle 238 Psychometry 239 Scrying 240 Telekinesis Wild Wastes skills 241 Calling 242 Inner Fury 243 Personal Totem 244 Predation 245 Sense Weakness 246 Spirit Charm 247 Tribal Totem 248 War Song 249 Whispers of the Spirit Book of Death Skills Social 250 Cries in the Night 251 Funerary Rites 252 Hollow Voice Technical 253 Bonecraft 254 Digging 255 Emblam 256 Fungal Lore 257 Shrink Heads Mystic 258 Anchor 259 Angkou 260 Apparition Flame 261 Atemi: Dim Mak 262 Augury 263 Black Thumb 264 Blade Spirit 265 Bloated Corpse 266 Blood Mark Curse 267 Bloodsoak 268 Blood Spike 269 Bloodstained Hands 270 Blunted Fang 271 Bone Bond 272 Bone Danse 273 Bone Fragments 274 Bone Thorns 275 Bringing Out the Dead 276 Circle of Fear 277 Circle of Protection: Spectres 278 Circle of Protection: Undead 279 Cleanse Scabrous Wound 280 Consecrate Cemetery 281 Consume the Dead 282 Cry of the Blood 283 Deadmans Tale 284 Degenerative Spiral 285 Dispel Magic 286 Displace the Restless Spirit 287 Divination-Aruspicy 288 Divination-Rolling Bones 289 Ectoplasmic Raiment 290 Effigy 291 Envision Spirits 292 Essence of Purity 293 Expurge the Blood 294 Extermination 295 Eyes if the Corinthian 296 Familiar Combat Enhancement 297 Familiar Face 298 Fastburn Corpse 299 Find Remains 300 Formication 301 Gangrene 302 Geas 303 Georges Tongue 304 Grasping Hands 305 Grave Sense 306 Grim Visage 307 Hands of Death 308 Hands of the Sith 309 Helping Hands 310 Identify Blood 311 Ineffectualize 312 Insubstance 313 Last Rites 314 Life Drain 315 Little Death 316 Manifestation of Thin Flesh 317 Mimir Skull 318 Mockery of Life 319 Mourning Bell 320 Necropsy 321 Never the Strong 322 Odor of the Grave 323 Only Mostly Dead 324 Pariah Curse 325 Petrify Bones 326 Pierce the Masque 327 Poisonous Presence 328 Preservation 329 Pulling for Deaths Embrace 330 Rattlin Bones 331 Reassembly 332 Reinforce Skeletal Construct 333 Repel Spirit 334 Restful Draught 335 Restore Bone 336 Semetary 337 Silence of the Grave 338 Skull Spy 339 Slaying Skull 340 Spectral Movement 341 Spirit Beacon 342 Spiritual Review 343 Steal the Lifes Warmth 344 Strength of the Stolen Soul 345 Strike Barren 346 Suspend Decay 347 Sympathy for the Enemy 348 Talisman Memory Mark 349 Temporis Augmentum 350 Thanatoptics 351 Thinner than Water 352 Todesracher 353 Transfusion of Life 354 Transparency 355 Treasure Guardian 356 Undead Seeker 357 Unique Curse 358 Use Circles 359 Weaken Bone 360 Whisper from Beyond the Grave 361 Zombie 654806dcb8 ¡ That's really neat. Do you want Liam to include this in the Netbook? My only suggestion would be to customise the colourisation of Humans to their ethnicity. ± My only suggestion would be to customise the colourisation of Humans to their ethnicity. ² ³ 69be2cf9a9 There are a number of important, influential, or interesting books of Midian, compiled here together for the first time. By far the most widely read is The Book of the Cannon. This is the holy text of the Temple of Light, the official state religion of the Kingdom of Formour. An Illustrated Gallery is a recent book by an unknown author &/or artist. It focuses on the art scene in and around the city of Citadel, both before and after its status as a necropolis. There are numerous full-colour plates depicting dozens of pieces, in remarkably exacting detail. In addition to its uses as a cultural or scholarly work--or the incredibly precise replications of paintings--the book is useful in that it is the most complete collection of Volgor's paintings ever in one place. As the paintings themselves were scattered across three continents shortly after each was painted, they have never before been gathered together like this, even if only in book form. Volgor's paintings are notable for his tendency to incorporate mystical symbols within, especially those related to summoning. The replicates in the book are fully safe to peruse, unlike the genuine articles. Several have come forward claiming to be either the author or illustrator, but no one can yet match the artistry of the reprints, especially as each copy must be repainted by hand... Told as a first-person perspective, My Journey Through the Night chronicles its main character through various minor adventures. The book reads like a section of an autobiography. The setting is sometime centuries past in what is now the Byzant Empire. Those who do more than scan through the book quickly hope that this is not autobiographical, or non-fiction of any sort, as there are small suggestions throughout the narrative that hint darkly about the main character (known only as 'John'--a name which is common among Ghouls and Formourians). The book hints that 'John' is a Vampire, and other-than-Human besides, despite that the book describes several scenes that take place in the sun. An untitled series of books, primarily by the Dwarven pilot of the Boat of the Undead (no one calls the boat by its proper name) contains various drawings suited for a lonely Dwarf on a long voyage--a Dwarf that is crippled & does not enjoy shore leave. These started as a collection of loose-leaf pencil & charcoal sketches by various artists, and have been compiled and ammended by Ahn (the aforementioned Dwarf), who has become something of an accomplished artist himself for anatomical accuracy... and tentacles. A book that was commisioned, but never completed as the purchaser died prior to its mass publication, My First Wittle Spellbook was to cover the basics of summoning (notably protection circles), and to act as a primer on psionics. The books were designed with blank space & blank pages, for discussion & essay questions, and as space for notes & to work out problems. Written in many languages, and several varieties of codes, Agon's Journals covered such diverse topics as: the history of the western edge of the Heldannic Confederations (with useful insights to the Hobgoblins & Changing Folk), nethermancy, demonology, architecture, technomancy, and military strategy. They also contained the most complete and accurate description of the Hephaestus Device, and all of its various pieces & components. The Mnima was believed by loremasters to have been a fictional story, handed down orally, until first written much later in the now-dead language Nocturne. However, this book has become the holy tome of the secret-society-come-cult the Church if the Rising Night, Atrum Ortus. The player that created the Autrum Ortus also wrote quite a few stanzas of The Mnima. It';s good stuff. Another popular journal, now recopied and mass-published, Last Journey was the surviving parts of the diary of an Elven sailor, and the few remaining scraps of the logbook. The surviving text was recovered from the final resting place on a coral island of those lost sailors during a global mapping expedition. Any reference that might tie the book into an historic perspective was lost. As these voyages took place over several millenia, and several ships did not return from each, there is no way to know the true identity of the author--positions on the crew rather than names are used in the journal. The last of these trips took place nearly 3000 years prior, so it is remarkable that anything survived in the salty air. Enlightenment was a book used as both the final prize in an international tournament held by a monestary in the Killian Empire, and the symbol of that monestary's master. Beyond the title, there are no written words, and no illustrations; all pages are blank, save for the next-to-last page, which is a mirror. The book was lost during the escape of the current master from the monestary, and its (and her) current whereabouts are unknown. What looks very much like an illustrated childrens' book, Happy Bunny & Friends is actually a rather chilling read. The book was designed as both entertainment and education in the harsh ways of the world. For example, during the section that teaches wilderness survival to young unwitting minds: "Oh look," said Sunny Puppy, "these berries look red and tasty." "Oh no," said Happy Bunny, "Sunny Puppy is gone," as the illustration shows Sunny Puppy lying comatose under the bush with a foam-flecked and berry-smeared snout, feet straight up in the air. The next illustration shows the surviving '& Friends' walking away, with Sunny Puppy's corpse in the background--Sunny Puppy is never mentioned in the story again. Court of the Wise seems to be a dramatic thriller with subtle political overtones. However, it is believed by some loremasters, nethermancers, and conspiracy buffs, that the book's true author was a Demon, and that the book is acutally a political satire of Hell. Going quickly from dry autobiography, to pedantic description of building a house, to horror/sci-fi, House is the story of the author's descent into madness. As the titular house continues to expand beyond the original architectural designs, it seems (at least to the author) to expand into other realities as well. That the author's mind became unhinged during the building process is evidenced by personal daily details becoming fewer (wife, mother, and children aren't mentioned past page 405), with more minute details of the construction process taking the fore. By the end of the book the author has lost all sense of time and reality, and is fully convinced that the house has become a living evil thing. feb60cd523 E I got some silence for ya Kinslayer. Eat my random goat cheesed ass. % ¶ · badum-bump # 3ca530292e Kagan is going to continue to eavesdrop on the guards and assemble info on good places to burglarize. Hadrians Plan Hadrian would like to send a letter to his Master detailing the meeting with Bishop Dane of the Church of Stryfe and the holy water incident. Hadrian would like to call a meeting of the faithful, all church members are to meet as soon as the place is in proper condition. Contributions would be appreciated. Heres a list of some the twenty Atrum Ortus followers in the area. Hemen and Javi Remy Laren Mayia Nal and Michael Handred Gregor Vergil I will flush the rest out later. They will mostly be zero-level non-adventuring types with one or two useful skills. Can I give some of them a couple from the proposed new skills Ive posted in the Midian Ideas section? 4 b429d84c68 Divination - Phyllorhodomancy Mystic Awareness based 100 hours Atrum Ortus elders teach of a quick way to read the future, and also discover some information about whats happening in the present. By slapping a bunch of roses into an open palm, seers may see images and clues about specific questions. Apprentice users may only get a flash of color or taste to assist the querying disciple, while a master should see picture perfect incidents. This method is not used for long-term reliable fortune telling, but as guides at forks in the road. Divination Mystic Awareness based 400 hours Clay Spheres are used by seers to look into the past and future of objects. A teller will roll an item roughly into a ball of clay then fire it in a kiln. By viewing the striations, the future may be discovered, by feeling them, the past may come into focus. This is most often done with baby teeth in order to read into a childs forthcoming years. The life of a dead man may also be revealed by building a clay sphere around his skull. A talented seer with this ability will get vivid images in their mind about the object, while an apprentice may only see fleeting scenes. Once a sphere is fired and read, and the outcome was favorable, the item may be considered lucky or even necessary for any events witnessed to come true. If a seer witnessed only dire happenings, then the sphere may be discarded as soon as possible. Also feasible, is using an old clay sphere as an object to re-fire into the center of a new clay sphere. Doing so will greatly amplify the reading, but may only be done effectively with a decades old sphere. Divination Mystic Awareness based 1200 hours This powerful and dangerous fortune telling method has been passed down from much greater religions. By taking the holy water of ones faith, tilting ones head back and pouring the water into the eye sockets, a seer may open his eyes and see the rise and fall of entire kingdoms. This technique may only be done once a year on the holiest of day within a certain religion, in Atrum Ortus case, Midwinter. Each year it is done, a different vision will arise, each more epic and detailed than the last. Many seers have gone mad trying to decipher what they see through watery eyes. What will become of their home, is war eminent? Neromancy is a window into a plane of existence where every possible scenario happens. Regardless of its flaws, people in power have demanded Neromancers be in their arsenal of fortune tellers, and more often than not, the visions produced have been useful. In supplement to possibly causing one to go crazy, the process may kill or harm a seer. There is an 8% chance of going blind, and this is compounded by each attempt. There is also a cumulative 2% chance one will die outright. If one of these rolls is aced in the 90% to 100% range, there is a 30% percent chance that a seer will be able to accurately foretell an event, and a 10% chance that they will be able do this ability as much as they choose, but will still risk harm to themselves. Having this skill also gives the knowledge of how to produce a Collyrium, an eye salve that lessens the effects of neromantic mixtures. Using a collyrium will reduce damage and chances of ill effects by half. To further complicate this process, if the blessed water is from a sacred river or nearby sea, or is mixed with wine or blood, the fluid will show different futures. Here are the effects of different liquids. Other mixes are possible, though subtleties in the liquid may confuse the seer. Seawater, river water, lake water Water and poison Water and wine Water and blood Tears Divination - Catoptromancy Mystic Awareness based Requires scrying 200 hours Catoptromancy is fortune telling with mirrors and reflective surfaces. For a thorough and more accurate telling, a seer with this skill will coat a mirror or polished silver with a special oil and study what he sees. A catoptromancer may also view any unprepared reflective surface, including water, and get visions. The images revealed to a catoptromancer are always things that are happening in the present. Skill includes knowledge of how to make the oil coating for reflective surfaces. Evangelist Social Personality based Requires public speaking 300 hours With this skill a character can attempt to convince a crowd of people to join his church. At apprentice level, an evangelist may preach to a crowd effectively, but with no modifiers to convince anyone of joining. At journeyman, if a crowd is gathered and personality check is successful, those in the crowd actively listening will require a willpower check to prevent them from seriously considering joining the flock. At master, no personality check is required by the evangelist, and a negative equal to his skill level will be applied to others willpower checks. The master evangelist may also make a personality check to convince people to give him money. He may also make people faint on stage, make paraplegics rise from their wheelchairs, and cure someone of their palmoplantar hyperhidrosis three states away. Reciprocity Mystical Willpower based 400 hours Reciprocity is the ability to turn fear into power. If someone tries to intimidate or attempts to cause fear in a character with reciprocity, that fear may turn into attack bonuses and bonuses to awareness. Gnosticism Technical (lore) Knowledge based 200 hours This is the study of spirits and how they react with the world. A Gnostic will have basic knowledge of the workings of ghosts and other incorporeal undead. One with this skill will know how to protect themselves from lesser spirits by producing talismans and performing simple rituals. Astral Travel Mystical Willpower based Requires meditation 800 hours Also known as astral projection, astral travel is similar to the spell Ghost Form, except that the traveler is invisible to others and cannot interact with their environment. An astral traveler may only watch and listen. The main purpose of astral travel is not to spy, but to attain an ultimate state of meditation. Astral travelers enter a celestial landscape where the mind may refocus and recuperate. Upon awaking, a traveler will feel refreshed high-spirited. If the trip was exceptional, the game master may award saving throw bonuses or positive modifiers to awareness. Successful astral traveling requires 6 hours of uninterrupted meditation. In order to use astral travel like ghost form, a willpower check will be required for every hour spent floating around. Unfortunately, since an astral traveler is half-asleep and way from their body, they cannot snap out of it if in danger like during normal meditation. Astrology Apprentice Technical (lore) Knowledge based 400 hours The stars above Midian are the subject of an astrologers study. An apprentice of this school of research will have a basic knowledge of what star is where and how they affect peoples emotions and actions. A journeyman will be able to make guess a persons sign. A master in astrology will be adept at charting out star charts. They may also get a syndicated column deal. Faith Healing Mystical Requires Meditation III 1200 hours Willpower based A faith healer has the power to meditate over an injured person and heal their wounds. One hit point per hour may be recovered after an initial two hour meditation. A faith healer may not heal themselves. Nostrum Mystical Requires diagnosis 200 hours Knowledge based A nostrum is a placebo medicine that can trick someone into curing their own ailments. With the proper ingredients, a knowledge check and after successfully diagnosing the patients problem, a nostrum may be produced in about three hours. For it to work, the patient is required to fail a wits check. If failed, depending on the potency of the ailment, the disease or sickness may show signs of lessening or be cured altogether, all through unconscious power of the mind. A nostrum would never work on someone who knows what they are, of course. Candle for the Dead Mystical Requires lesser protection circle, herbalism 400 hours Knowledge based The dead appreciate simple gestures of respect, like lighting a candle in their memory. A restless spirit or the walking dead, however, may be vexed by the same deed. To amplify this effect, a Candle of the Dead may be made from a mixture of weeds found in holy graveyards and other herbs and spices. When lit, a Candle of the Dead should keep lesser undead and malevolent spirits about fifteen feet away. The candles odor and light is merely annoying to sentient undead, like vampires. Holy Ground Mystical 600 hours Knowledge based A priest or monk with this skill may spend a few days consecrating church land in the name of their faith. Consecrating land only works if the land is owned by the church. Holy Water Mystical 400 hours Knowledge based Depending on the requirements for each faith, this skill allows a priest to prepare and bless water for use in ceremonies and undead hunting. The process may be a simple as saying a few words over a bowl of spring water, to a month-long ritual. Rebuke Mystical Requires meditation 1200 hours Willpower based Similar to the necromancer ability, rebuke allows a priest to damage undead with their voice. By firmly declaring the name of their faith or worshipped deity, a priest with rebuke may do 1D4 points of damage to undead per level of this skill. For the first round undead get no saving throw, but for each attempt after, the undead being attacked get used to the holy command of the priest, and get a plus two to save each round. Silence Dead Mystical Requires meditation 600 hours Knowledge based This spell is used to keep dead men from telling tales. One with this skill perform this skill on a corpse, making it difficult or impossible for spells like necromancy of intelligence to work. Halt Slow Death Mystical Requires meditation 600 hours Willpower based This skill allows one to stop the necromantic ability Slow Death. Upon a successful willpower check, a caster with an equal or greater level than the necromancer may stop the effects of slow death on an individual. Those below the necromancers level, may attempt to reduce the effects of slow death by half, at a minus two per level beneath. This spell will not heal anyone dying slowly any other way, but it may be performed on a dying person just if the cause of their imminent demise is unknown. See Strings Mystical 1200 hours Requires meditation Wits based This spell allows the user to see the invisible puppet strings leading from a controlled undead to the necromancer. The dark red ethereal umbilical cords may come into focus by performing a three round ritual. This nether-link may stretch for miles, and if the necromancer is far away, this spell will show the general direction of the strings origins. If a necromancer controlling undead is close by the See Strings caster, the caster may follow the strings for the duration of the spell, which is about half an hour, and may recast after another half an hour. This spell also works in reverse, to trace from a necromancer to their undead minions.[b:b429d84c68][/b:b429d84c68] nd -3 to defense 5e6fc82c76 Thanks, Zoilus. .0 b4c3753968 K It's » This thread is unbumpable. It cannot be reasoned with. It doesn't feel post counts, views, or time/date stamps, and it won't ever stop... ever... until you are dead. Do you understand? Do you understand? Œ The divinations would be subject to the same limitations as other divinitory magic. That is, Catroptromancy, for example, would not be a guaranteed Star Trek viewscreen, but rather an indistinct & uncertain view of an event. Reciprocity could use more fleshing-out. It's a good idea, but needs more mechanical resolution. Gnosticism would need additional requirements--such as Lesser Protection Circle--before it would grant a protective bonus, and could need additional requirements for creating protective talismans. Astral Travel is already planned for Conquest--TWH. This write-up is quite powerful. The planned version would be much more limited. Astrology is an Orck skill, and would have no mystic effect. Even Orcks know it's crap. The astrology fad in the Orckish Highlands has been over for some time, and was never really taken seriously. There would be no game mechanics involved. Faith Healing needs additional notes that the healer must remain with the injured person, and I suggest that life points not be healed with this ability. Meditation is a basic skill, and as such has no levels. You can also add that it applies only to those who share the same faith for full effect. I would have the effects of Nostrum be a retest on a saving throw against an illness, with the proviso that the GM may decide that a given ailment is too powerful for this spell--it would only be effective against diseases with which the person could conceivably heal themselves. I would suggest that Candle for the Dead only be effective against minor & lesser entities, and that zombies would only be effected if they were not specifically ordered to advance or attack, which would override their reluctance to enter the radius of the candlelight. Alternately, all such entities & Undead (without restrictions) would be granted a saving throw equal to the skill check to enter--this would still keep out the weaker creatures, but not even slow the more powerful. Another option is to have a candle specifically made against a single entity or Undead (perhaps made with something either inimical or connected, such as dirt from their grave, that would prevent entry even with a saving throw, but would not affect other Undead or entities (or at least reduce the save by half). This could either be a variant of this spell, or a new one: CftD--Advanced. Currently, this is a much more useful & powerful version of CoP: Undead, with a wider range of affected, with the additional CoP: Spectres entities effected, and the bonus that it's portable, mobile, and easier to light a candle than draw a circle. I would also add that this spell would cease to be effective against any entity or Undead if the caster advances towards it. You can pare Holy Ground & Holy Water's hours-to-learn back & make them social skills. They wouldn't have any game effects other than the consecration, and that is only of importance to the practitioners of the given faith. I would add a note that there are different rituals specific to each religion (not all religions would have a version, however), and that belonging to a faith is a prerequisite for each. My first impression of Rebuke is, "no." While it's more reasonable for a 10th level necromancer to be that nastily powerful, it's quite different for a first level rogue who happens to have spent two points to learn this skill. I would make this spell both double difficulty & count as two skills at generation. The needed skill check should be increased to 15. I would also increase the casting time to several minutes, rather than a few seconds, perhaps 5 or 10 minutes. You can include a method to reduce this, similar to the Common Sense check for learning skills. For example, a base casting time of 12 minutes can be tested down by a successful skill check to 6 minutes, and acts as the base saving throw. Each additional success divides the casting time in half. Once the casting time is determined for that encounter, the spell continues to do damage on that cycle as long as it is continually cast. For example, the sorcerer makes the skill check 3 times, reducing the casting time to 1 1/2 minutes. As long as she keeps continually casting, the Undead suffer 1D4 points every minute-and-a-half. Would this spell be specific to followers of a religion? I would possibly add a few additional requirements ot Silence Dead, such as Consecrate Cemetary, Necromancy of Intelligence, or especially Crossroads. Using divinatory magic on a corpse would be a challenge of the skill check with SD vs. the skill or Willpower check of the opposing mage. The Slow Death necromantic ability wasn't clear enough. That's my fault, & has been hopefully corrected. I'm not sure if you mean caster level or skill level, and who is supposed to make the Willpower check. I would note for See Strings that the spell is only effective if there is an active connection from the necromancer to the Undead, such as if they are currently viewing through their familiar's eyes via Sensory Link. It would not be effective against zombies created & commanded by the usual means. œ As an aside, names for non-Bizzannites are found on the Ask the Loremasters board; this will make it easier for you to flesh out foreign members. Also, everyone in Midian is at least first level, even a newborn. - d8c264ad3f ¿ À Thus, with [i:933b6d3324]Famine--Wild Wastes--The Dark Horse[/i:933b6d3324], there was a reduction in the global food supply caused by a change in the weather. It is believed that warring elementalists of great power may have disrupted the natural order. Excessive rains in northwestern Formour & the western half of the Heldannic Confederation caused localised flooding, washing away of topsoil, and a corruption of the water supply. These areas were sparsely inhabited, but the effects of the climate change were far more widespread than were those changes themselves. In addition to crops being destroyed by floods, many fields were damaged by soil erosion, limiting or even preventing replacement crops being grown after the floodwaters subsided. The groundwater was affected by bacterial infection, which spread rapidly as the diseased population (and animals both domestic and wild) had no option but to evacuate into the waters. The floods also greatly hindered movement, both away from the aflicted area and bringing in emergency supplies. With the area being on the outskirts of civilization, local resources taxed beyond their limits, and the national government not being able to effectively send relief, many turned to banditry when their farms were lost... either to the floods or to other bandits. Of course, not a few of these bandits were not local, but rather opportunists who came there to make a bad situation worse. Further complications arose when the excessive rainfall of one season meant a drought followed, as the normal patterns were disrupted. With the wild animals being driven out of their homes, and the sudden reduction in food, the animals fled the area. This not only made it more difficult for the surviving sentients, but caused wolves, Hobgoblins, and Changing Folk (Lycanthropes) to come down from the nearby Farreaches in search of prey. This even further caused animals to flee and sentients to die. The population fled in droves: homes were flooded, food gone, bandits & predators increasing, and the growing sickness, brought the infant mortality rate close to 100%. This sudden influx of people into new areas strained the resources there, which had a shuffling effect of migrating & starving people, and further escalated the problem. As the Kingdom of Formour is very much an agricultural nation, it relies upon a dense network of small villages, roadways, and farms, for its very life. Formour exports grain, grain products, and other foods to most of the rest of Midian. This drove food prices up worldwide--as much as doubled in some areas--and similarly caused inflation in businesses peripherally related to food crops. That is, horses & cattle became more expensive outside of Formour (where prices dropped as they were slaughtered en masse to prevent the poor animals from starvation). Caravans became more expensive as both grains & horses increased in cost, and all major military expeditions worldwide temporarily stopped due to the expense. The plains & forrests of Formour were the worst for flooding and the loss of grains & other food, but travel in or out was slightly easier than in their northern neighbours in the Heldannic Confederation. There the rougher terrain forced the water to runoff into streams becoming raging torrents, blocking all movement of Human, Dwarf, Troll, or animal. This water had to go somewhere... so it added to the flooding problems further south. The relative isolation and difficulty of travel caused the death rate amongst the Heldanns to be even greater than the Formourians. Only a few communities in the western half of the Heldannic Confederation survived. To make the inhabitants of Midian suffer even more, I had another far reaching problem for them to face. While everyone was dying in northwestern Norditerre (the northern continent & home of Formour & the Confederation), a large volcano erupted in the Greatsea. This blanketed the upper atmosphere, and caused an unseasonable drop in temperatures worldwide. Couple this with the altered weather patterns (and the precipitating effects of high-atmoshperic ash), and deep snow fell over much of the globe. Some areas do not see snow at all save for a few times a century at best. These were the hardest hit, as they were the least equipped. This only further escalated the problems with a lack of food, an increase in cost, and mass death. (Note: this is player-info, none of the inhabitants of Midian know that the volcano caused the unseasonable and thick snowfall.) This set the stage for the rest of the Books of the Apocalypse series. Mass graves & entire towns were animated into zombies. Bandits & now-homeless warrior/farmers were banded together into mercenary companies, and these were sent on campaigns resulting in more slaughter, and more corpses. Eventually, many of these were incorporated into a massive zombie army, which ruined cities on two continents. The zombies, increase in necromantic activity (and the interest therein assisting a school for necropolitans & mages), and the increase in numbers & influence of the Shadow Knights, set the stage for [i:933b6d3324]Death: The Pale Horse[/i:933b6d3324]. The climate changes in Osterre caused the Orckish tribes to be banded together under a single despot, whose pirating efforts further hampered travel. The wandering mercenary & national armies that moved into Osterre to stop him, the military efforts to regain the necropolises from the Undead, and new knightly organisations set the stage for the upcomming [i:933b6d3324]War--The Red Horse[/i:933b6d3324] book. The new civil changes, including the advent of two new nations, openning of the eastern continent (Osterre) to trade, increase in cetain magics, and sweeping economic changes, will set the stage for the final Book of the Apocalypse, [i:933b6d3324]Conquest--The White Horse[/i:933b6d3324]. 5#d. Now, it just needs a cool name. Ideas, anyone? -Ômechanically soun ¶ 6ede09dad5 I've found what the problem is at least, but I'm not sure just yet how to fix it. As a security precaution, our server has no email functions (not even virus... I mean... outlook express). We've also blocked these ports; it doesn't even listen there. However, when someone checks "Always notify me of replies" on their Profile, if fucks things up since the board is trying to find an email client & eventually times out, without incrementing the post count, bumping the topic's position, etc. as these are done after the email is supposed to be sent. As long as we (meaning me, Kinslayer, & Ceekay when he's around) catch & fix people's profiles when there's an unbumpable post, it should be okay for a while. [size=24:6ede09dad5][b:6ede09dad5][i:6ede09dad5]To check for replies, login to the boards periodically. Don't wait for an email to tell you there is a reply.[/i:6ede09dad5][/b:6ede09dad5][/size:6ede09dad5] 90c5c58857 UPDATE I've told PHPBB to mail from an external host, rather than the non-existant default. Of course, since our external mail host isn't set up for this (nor would it be possible, I suspect), you will get an error message that the mail couldn't be sent, instead of the other strange crap error messages from replying to these unbumpable posts. This will allow the post count to increment, bump, etc. f eb3a12eb0b T I find that the game is scarier without monsters. Which do you find more viscerally frightening: your friend sitting across the table calmly describing a monster as being 200 meters high, or being reminded of the last time you were nearly bitten by an angry barking dog? By keeping encounters restricted to four primary areas, I avoid much of the "typical dungeon crawl" effect that would serve only to reduce the fear factor. These four types of encounters are: normal beasts (as in the above example), sentients (the crazy guy in the dark alley--cross the Troll with your worst neighbour, and make him your new boss... I should note that Trolls are a normal pc race in Midian), things-that-go-bump (pure description--the players are never sure what's going on), and non-encounters (such as a scene consisting entirely of the description of an abandoned church silhouetting a stormy sky). An important aspect of running a successful dark fantasy campaign is to set your players' standards low. Focus on the small details, even things that might be considered trivial & time-wasting in other genres. If they never have money--or never have it for long, never encounter an altruistic noble (or at least one who isn't an otherwise reprehensible jerk), never seem to fully achieve anything lasting or worthwhile--but never really fall so far into darkness & dispair that they completely lose hope, and never ever find true happiness, then you can string the players' along on an emotional coaster ride, where nothing is as it seems, and morality comes not in black-&-white, but rather in a dozen dull hues. This is why I recommend a low-fantasy setting/ruleset for a dark fantasy campaign. If the players cannot resort to powerful magic spells or items, and the GM cannot resort to simply throwing a bigger & nastier monster at them, then all are forced to find new methods in their shared storytelling. The player-characters should never encounter a real hero. The bickering, ill-conceived, motley, violent, misanthropic lot known as the players' troupe, is the closest thing to heroes that a dark fantasy world should have. Sad, isn't it? It is permissible to have other "heroes" as competators, and for every vainglorious success they enjoy, the pc's (or at least the players--cut scenes work well here) should learn one dark secret or atrocity of the supposed "hero." The corrolary to this is that few villains will be completely evil, either. Finding out that the vile warlord that slew the entire town loves little kittens--and they love him, too--makes it much harder for the pc's to shove their jagged-edged blades through his black heart... as his eyes look up in shock & terror, baby kitten still mewling in his hands... You can, of course, have truly unrepentant and awful evil beings--demons or guys named Scott who enjoy pouring piping hot coffee on flowers, but these should be used sparingly, to further emphasize the grey-area ethics of murdering a "bad guy" while he's petting a lil' kitty. Don't forget the graphic descriptions. Dark fantasy comes from a litterary tradition that made trite, flowery, overwrought descriptions into a twisted artform. Include every possible sense as well: not just the flash of lightning, but the low rumble of distant thunder, the scent of rain blowing on the cold breeze, the coppery taste of the victim's blood, and the uncomfortable stone in your shoe. k 74565fa6a7"Reply to a reply of the above post7 The seemingly selfless hero who sacrifices him or herself, in addition to the obvious fatality of their heroic flaw, can be later revealed to have a few "skeletons in the closet" type hidden flaws. This will serve to humanise someone who is elevated post mortem to near worship, especially to nauseating levels. Let the player-characters get sick of hearing about the wonderful Sir Neverwrong the Pure, and then drop hints about his "heroic" bravery in battle stemming from his overwrought aggression & hatred of all other ethnicities. Even without these humanising flaws, heroes in dark fantasy, if even used at all, should share the common flaw of their mortality: they are all dead, or are emplaced into the story only for the express purpose of dying. The sacrifice of such a noble & caring person will seem quite pointless (and thus appropriate to genre) when compared to the misfits & malcontents who survived only due to the forfeiture of life of the "hero." Ë There are several different species of Black Leaf Bugs, each resembling the shed leaves of various deciduous trees. They all share a few traits in common: swarm behaviour, poor flight, behavioural mimicry of leaves blown by the wind, defenses, feeding modes, and means of reproduction. In appearance, Black Leaf Bugs resemble a cluster of fallen leaves, blown about by the breeze. It is not uncommon to see more than one species represented within a swarm. When they encounter a large animal however, they quickly swarm and paralyze it. Individually, their bites are small, and their paralytic venom weak. However, in a swarm, the collective toxin can quickly subdue even a cow, and keep it paralyzed until the larvae have devoured it. The adult females feed on animal blood, leaving pinprick sized holes on the paralyzed victim, barely noticable even under scruitiny. Adult males, ironically, feed on dead vegetable matter. All however, swarm and inject their paralyzing toxin. The eggs hatch within a few hours, and the tiny larvae burrow their way deep inside the victim's flesh. The paralyzed victim is eaten from the inside-out, while it is still alive and conscious for the early stages. The skin & bones are not consumed by the developing larvae, but muscle & soft tissues are. This leaves (pun unintended) the victim in the latter stages resembling a horrific type of scarecrow--the frame & skin are stuffed with wriggling vile leaves. These burst out from the victim, and become a new swarm. It is whispered at harvest bonfires that sometimes these smaller swarms will combine (which is something that has been observed several times before), but into a monstrously huge pile of Black Leaf Bugs, able to instantly devour and destroy anything it comes across. _________________ Ì This board#While the General BS board is under the Lost Souls Pack section, anyone can post here. This is pretty much unmoderated, and you can speak your mind freely. Go on, post something. All the cool kids are posting. Come on. You [i:98b85ff16b]know[/i:98b85ff16b] you want too... U d5c2d48cc1 C Dwarven brandy is quickly gaining in popularity throughout the world, also from the Heldannic Confederation. The Dwarves also consider their beer to be the absolute greatest, but they usually think this about all things Dwarven. Tea is the drink of choice in the Killian Empire. Unlike the proper tea common to Formour & Byzant, Killian tea is brewed from a small range of varieties. It is uniformly clear, bitter, potently caffinated, and served at only a scant few degrees below boiling. It's enough to get a cold-blooded Killian (they are a reptilian people) out of a frosty morning daze & on her way to work with a toothy grin & a pulse of 190+. In other words, they could sell "nickel bags" of the stuff on the streets... Elven wine is an export of three different Great Houses. It is typically a red blend (only one House makes a white, and even it does not sell as much), with floral, herbal, and fruity overtures & bouquet. It is light and sweet tasting, with very little tannins for a red blend. It is rumoured that the wines are in fact flavoured with various fruits & flowers, but the Elves aren't revealing any secrets to outsiders. It is a common enough drink for Elves outside of their Homeland, but gained greatly in popularity after the Elves reopened their borders. Prior to that event, the already limited quantities of the stuff dwindled dramatically, and prices increased accordingly. With the reopening of the Elven Homeland's borders, sales increased sharply, but at still somewhat inflated prices. It is favoured by some Humans under the rather faulty premise of "everything Elven is better." It is often given to Elven visitors by foreign hosts, not realising that this is the same wine that is commonplace back home to them, and that the most common reason for Elves to travel is to seek new experiences. It can be said of the "capriola" of the Hobgoblins is an acquired taste. It can also be accurately said that one who enjoys capriola has no taste. This thick--sometimes clumpy--alcoholic drink is brewed from fermented goats' milk. There is a variety of ways to brew it, each resulting in different textures, level of alcohol, and taste (all of them bad). These range from lazy-lambic styles--let it sit out & hope for the best, to multiple distillation similar to creating vodka. It is as foul tasting as one would imagine alcoholic & soured goats' milk to be, but is enjoyed by Goblin & Hobgoblin alike, especially the latter. It has often been wondered if Hobgoblins really enjoy the stuff, or if they simply drink it to proove their courage. Then again, perhaps the strategy is to stay intoxicated--after enough drinks, you no longer care that you are drinking fermented goats' milk. Î Ï We've arrivedœ Too good to be true. There is something about this Lord that gives me the fucking shivers. I have a funny feeling that he invited us out here to do more than talk art. Anyone with a hedge maze AND torture museum in their castle must be up to no good. Be best to lie low until we head home. Then again, maybe I should be so obnoxious that hell beg for us to leave. The latter will probably happen, but with the help of my constantly squabbling companions. Im going to need a vacation from this vacation. 41fb8b8087 p That's beautiful, man. Please tell me that this was from actual game play, & not just your fertile imagination. % Ñ a877df91ce b298abb424 Ô Just wanted to stop in and say that i'm here and plan to work more on the supplement, with any luck this semester will not be as chaotic as the last. I recently got married so that threw everything for a loop as well but thing seem to have calmed down for the time being. Classes started today so we will see what happens. Elessar Oneyus - My new fighting technique is unstoppable! 6c1941a7b8 u Yeah, Oneyus is back. That's a sure sign that things are picking back up... or is that a sure sign of the apocalypse? eae2b53d28 9 Stupid 'Life' always getting in the way of good gaming... × 93a49b9a50 Backgrounds Someone needs to check the numbering on the Background roll list. 2223 Bizzannite 23 Feral Upbringing I think FB is supposed to be 43 P 90b1491c01 4bb80b0411 http://www.ishpeck.net/?P=p1104358923ishpeck has Ishpeck's brief take on Midian. 9c53e2c233!Oh how the years have waned . . .{Quite some time has elapsed since I wrote in my journal. A great deal of my writing was burned in an attack on the guild. I am trying to recollect past events based on what i have that remains. I hope that I can tell this tale to its finish and its one worth noting for the history of Formour, Byzant and all of Midian. . . The Story of the Hephaestus Devices. Let me see . . . . Þ ß Considering the distance I must travel and my means of travel I have packed very little. NO armor or weapons merely the clothes on my back and a small traveling kit... In this shape running miles upon miles comes naturally and pains me very little. However to stay safe I must stay to the woods and avoid the roads and walking paths à 9c193cf156 ¶ The book's out, & it's 100% in favor of the wait. I'll admit, I was worried that Vampires would a) suck (and not in the good ways) or b) be a total WW ripoff. Good job guys & gals! 630b4d9991 (Just kidding, Cardinal.) c8563966fe y [quote:c8563966fe="ceekay"] 3) Cause Kinslayer is a beerguzzling fat slob. Heh.[/quote:c8563966fe] Kinslayer's not fat! aca1e94b64 8 Yes, they could. The forums could just "go away" again. 675024280f Z a54360176f 5877f91f67 Midian's character creation is admittedly a bit back-and-forth. That is, there can be extra attribute points from classes, parry bonuses can come from all over the place, etc. I'm trying to make it more clear, faster, and easier, but I'm not yet ready to just re-write the whole chapter. Does anyone use an alternate method of character creation, other than the steps in Character Generation? If so, what do you do differently, and why? Your help with this is greatly appreciated. 92daf8638d U Wemdingo? You have got to be kidding with this one. The Ardiana one is cool though. 4e754954f6 x 7f016fed5f Your ideas\ [b:7f016fed5f]Post your ideas.[/b:7f016fed5f] 4 ë Demon Hunter Skills Hand to Hand Akijutsu I Wrestling II Melee: Short, Medium or Long I Armor Use: Light or Medium Take it Like a Man I Rear Defense Tracking II Tumbling I Hiding I Sneak I Disappear Distinguished Expertise I Bullshit I Insults I Wayfarer Non-Detection The Art of the Deal Disappear: Advance Metaphysics (Demons) Skill Cost: 15 Requirements: Minimum 10 Personality Minimum 11 Grace Minimum 12 Willpower Minimum 11 Agility Minimum 14 Stamina Minimum 11 Awareness Demonic Blood Backround Training Time: 7 years must have a mentor Bonus Backround: Mentor Bonus A Level Contact: Mentor Choose One of the following (these bonuses do not count towards min req for the class you MUST meet those requirements to even think about being a demon hunter period!) +1 to Wits & Awareness +1 to Personality & Willpower +1 to Stamina & + 1D6 Hit Points this is only part of the level bonuses Level Bonuses 2: +2 to strike or +3 to parry/dodge or +1 to initiative 3: gains one martial skill of choice at Journeyman or III level proficiency 4: +2 to all class proficiencies 5: Increase Metaphysics to Master Level Gain the Trait Aura Sight 6: +1D8 Hit Points 7: Gain Skill Aura Perception at Apprentice Level 8: +1 to all social proficiencies +3 to sa ë ì 3 specialized paths that demon hunters can take The Path of the Aspirant The Path of the Elder The Path of the ArchElder Three foci for each path either body, mind, or spirit(blood magic) Extra skill point cost at character creation is 3, 4, 6 respectively for setting character on a path. a path is not necessary its kind of like wizard traditions Aspirant bonus skills, abilities etc . . . start from level 2 and go until 8?? Elder 3 and go until 12?? ArchElder 4 and go until 18?? At said level the character must pass certain tests to attain the status of a path follower, if the test is failed the character must wait another year before he/she can take the tests again. Some characters are exempt from these tests and they are rare. (At character creation or the start of playing the character the player rolls percentile 1cb7a049ed î The demon hunter supp. introduces an island that has approximately 30+(known) gates through which demons of all sorts enter, the inhabitants of the island have developed a means by which to defend against these malicious demons (are all demons malicious? no? maybe? i don't know? the ones that i've ran into are and so are the demons from this island) Demon hunters are bred for the survival of the island city. Here is an excerpt from the beginning of the supplement . . . Day 35 I woke this morning, cold and damp and alive. Ive managed to make it to the point I presume is half-way to the mountain. If I push hard I will make it there by the morrow. Day 36 I cannot believe my own eyes. I reached the mountain today and managed to climb my way to the top. As I neared the lip of a high ridge I peered down into what should have been mountain . . . (to be continued) Demons/Demonic Powers 9: Title: Master (Name) Demon Assassin Statuses: Feared X 3 (for demons) Elite & Known ï Since it's not the main class, but rather an add-on, you wouldn't need to include level bonuses for every level with the paths. I'm not sure that the roll to pass the test would work very well, if you are spending skill points to learn the path at character creation. It might work better if a path had a certain minimum level of Demon Hunter before you could learn that path... if you pass the test... and I'd make it something in-game, like a mini-adventure or a solo adventure. What would some of the tests be? Can you follow more than one path? If you can only follow one path at a time, could you stop advancing in one path and then take up another? Just to clarify, you only get one mentor bonus contact, right? Was that meant to be an associate level, or were you using the old system? 8247405641 ñ One suggestion was "spud." I like this one. Does anyone have any additional ideas for "dude" replacements, or other slang terms for use in Midian? Even racial slurs would be acceptible here. 3b2893552b re: pathsl the skill point cost definitely needs to be there, it will have to be once you see some of the skills i have in mind, not only that but its kind of like an entry fee. The percentile roll is just a check to see if the character has an aptitude great enough to not have to take any test(s). If the roll fails then the character has to take the test(s) This roll would be a one time thing. the level ranges as far as "bonuses" etc . . . means basically what you said . . . in that: at level 2 Demon Hunter who has spent the points at character creation to follow the path of an Aspirant would make the roll to see if they have the innate aptitude and therefore no need to test. The roll represents an spiritual type of "scan" if you will performed by the hunters superior. If said player fails the role he/she then needs his superior to administer the test. The "Hunter Superiors" will administer tests to those seeking, and tests will include solo adventures and other difficult tasks assigned by the superior. (more coming on that later, a lot of these ideas are in there infancy at least on paper) The tests are different for each hunter and are given by revelation. Each hunter atunes himself to the path in his own special way. Once on a path you are stuck on a path. There is good reason for this, each path has a set range of ability and with increased ability comes increased "risk." The test for an Aspirant will be much easier than the test for an Elder. Does that mean increased risk of death, not necessarily. The other part to this is that those following a higher path are becoming perilously atuned to their demonic side, especially at higher levels. See the demon hunter comes with an innate weakness due to the training they receive and that weakness or risk is this : Once per game session the GM can call upon the Demon Hunter to make a saving throw against his Demonic Blood, if this save is failed the character has no choice but to do something inherently demonic, for example, kill an old man, rip out some womans tongue, bite someones finger off(it may not always be this extreme but it can be and worse). The power of a hunter comes with a price. these kinds of behavior will undoubtedly get the character in serious trouble, i.e. jailed, being exported, or outright killed along with the rest of the party. Those hunters on paths have increased difficulty with this savings throw (grin) I'll admit this class will probably be one of the most powerful classes the world of midian has seen, but demon hunters will also be a very difficult class to play depending on how the player makes the character and also how mean/cruel/evil your GM in their game. The Mentor is just one bonus contact ---- the one that comes with the background. and is an A level, unless of course thats not whats in the book. I may very well be wrong there about it being a companion level contact. 1a83d66b67 It might be a good idea to allow characters to stop on a path and continue on another but i haven't put much thought into that yet . . . but i will do some brainstorming on that idea. þ ô This is shaping up to be a very interesting & complex class, even moreso than the shadow lords. Of course, they are meant to be the heart of an entire supplement. I think I get the skill point thing now: you receive training in preparation to follow that path, but don't get any additional (non-skill) bonuses until you actually pass the test... or get that 9% exemption. For the saving throw against their demonic nature, may I suggest using the character's class level? This can be modified for those following a path--x2, 3, or 5, respectively, or just a blanket doubling. That is, a 3rd level demon hunter would have to make the save at a 3 or better, but an 8th level Aspirant has to make a saving throw at a 16 or better. Of course, that means that a 10th level ArchElder would have to make a save at a 50+... Also, instead of once per game session, it might work better along an in-game timeline, such as once per month when both Luna & Juno are full (on the 4th) or both new moons (on the 19th). This way, a demon hunter isn't constantly losing it if there are several game sessions that all take place during the same in-game day, then have years without even needing a saving throw between campaign chapters. It also makes demon hunters easier to live with for the other people in their island nation if they can plan ahead for the one or two days out of the month when the demon hunters might go FedEx (just like going postal, but with overnight delivery). 6a11a59b06 To answer a previous question, all Demons are fuckers. They may pretend to be nice & helpful, but that's just to trick you. However, since many of them are clever enough to realise this, 19691747ce Œ 615dfe7ded All Extrinsics (Demons, Elementals, et al.) can be divided into four different categories, based on power level. These are lesser, minor, major, and greater. Lesser: These are little more than semi-sentient spells. They have one thing that they can do, and that's about it. For example, the lesser elemental summoned for the [i:615dfe7ded]earth spike[/i:615dfe7ded] spell essentially [b:615dfe7ded]is[/b:615dfe7ded] that spell. Minor: Extrinsics at this level are aware, but not exactly what most people would call "smart." When you need to summon something to fight for you, this is what you are looking for. Major: Now we're getting into the more powerful stuff. Major Extrinsics are fully aware and intelligent, and can interact with their environment just like a person can. They are all magically adept to some extent. It is safe to assume that a major Extrinsic has access (instinctively) to any applicable spell. For example, a major fire Elemental would know all spells dealing with fire. Greater: These don't get game statistics. This is the power level of Dragons & the near-divine. They can pretty much do whatever they want. Greater Demons can summon entire hordes of their lower fellows, greater air Elementals can summon storms, etc. At this level of power, there really isn't much that a player-character can do against them--don't even bother with hit points or other mechanics. a3c3e87b08 Which format is easier to read and use? Should I change the others to tables, or should I change the clothing section back to how it was? (I also added skis to the list, and got rid of any plants that grow on palm trees... Kinslayer hates palm trees.) 9b0d90db2a As far as the demonic nature maybe it should be decided at character creation. And insted of just making the saving throw harder what about making it more frequent as the character grows? 928090f6bd 91b29cc8a2 c65074df6b 0c998b1a0e % Not a problem. I can host it for you. þ The increase in frequency idea is intriguing. How would you propose it work? fe04fec24e If character does not choose a path the save still increases but at a slower rate +1 to save difficulty at level 4 (11), 7 (12), 10 (13), 14 (15), 18 (16), 20 (17), 22 (18), 25 (19) Same progression for aspirant, elder and archelder so the progression looks like this Aspirant lvl 1- 10 / lvl 2- 11 / and continue adding one at appropriate levels Elder lvl 1- 10 / lvl 3- 12 / Archelder lvl 1- 10 / lvl 4- 13 / -possibly no restests allowed for this particular save z b2068a75e1 This is most everything else that i have f |