Friday, May 25, 2018

Celestial Time & Dendi the Sly

When approaching making demi-human divines, especially for Gnomes & Halflings, I wanted to avoid the usual The Tinker God or the The Traveler God. Instead, I thought up these two ideas for a rough sketch. These powers do not have to exclusively serve Gnomes and Halflings, they were just the groups I had in mind when I came up with them.


Celestial Time

Major Arcana: None

Worshipers: Gnomes, Mages, Watchmakers, Navigators, Stargazers

Portfolio of Choice: Knowledge

Concepts: Time, Fate, and Knowledge

Brief: Celestial Time is less of a Power and more of a philosophy created by Gnomes. Time, of course, is one of the most- if not THE most powerful forces in the universe. Those ticking sands determine a birth, a death, when the sun rises and falls. Those who follow the concept of Celestial Time believe that starting a spell or a divine project, the very second counts in order to attain maximum power. These believers are obsessed with being in the correct phase of the year or starting projects to the exact minute. Some habits include the following.

-A cleric may wait for an event minute to begin casting their spell as even numbers are highly blessed.

-A gnome oracle may advise the exact time a couple should begin conceiving their child in order for the child to be most blessed and knowledgeable.

-A believer likes to start their countdown at 12 seconds over 10 to achieve divine balance.

Adventure Seeds

-A Cleric doubles as a watchmaker and has learned of a divine watch that can be used to empower spells when the minute hand is on the correct numbers. He is organizing a party to retrieve it.

-A group of Gnomes consider themselves the guardians of time and they have a rogue Chronomancer in hand. Chronomancy, or the gross manipulation of time is considered very taboo to this philosophy. The Gnomes are willing to hire adventurers to travel through time to arrest this suspect and bring them in for judgement.

Dendi the Sly

Major Arcana: The Wheel

Worshipers: Halflings, Gamblers, and Travelers

Portfolio of Choice: Trickery

Concepts: Luck, Trickery, Gambling, and Traveling

Brief: Originally a Divine of Traveling, Dendi had evolved with his people. As Halflings evolved from mere river sailors, travelers, and cart-and-horse merchants to gamblers, con artists, and thieves in the larger cities, Dendi shifted to bless these special travelers. Dendi's avatar is that of a dressed up dandy who loves to gamble. Beating him at dice and dominoes can yield riches from his vast vaults. Trying to cheat the Gambler, such as rolling with finger cross can get you cursed with bad luck, however, a keen eye should be kept when rolling The Sly, he has a habit of making 'mistakes' at the game. Some habits of his worshipers include the following.

-Worshipers tend to be snappy dressers. Instead of holy symbols they tend to carry around a blessed deck of cards, a pair of dice, or a set of dominoes that they use as both a spell focus and often as their game of choice.

-Good aligned believers in the Sly will gladly take money, but try to stop before they send a poor soul broke into the world. Evil aligned worshipers will go all in and until they have every coin or their victim's very soul. Alas, Dendi is quite neutral and never seems to condone or condemn either spectrum.

Adventure Seeds

-Dendi's Avatar has shown up and it's a gambling frenzy. Dare you sit down and roll the bones with the lord of the Sly? The riches could be great, but he could also end up with either all your treasure, or worst, owing the Gambler a favor to be named later.

-One of Dendi's artifacts is loose on the world. You may get rewarded by getting it back, or reward yourself by having a magic gambling object that helps win money! Use divinely blessed cards, dice, or dominoes wisely- they could be viewed as cheating by most mortal gamblers.

Thursday, May 24, 2018

Location: Babylon Tower & The City



The City

After the Great War all that seemed to be left was The City. Though it often was rainy, and there certainly were poor scraping. The neon, the glitz, the champagne, and the skirts kept the people from collectively losing their minds. The City sits along the coast the gray world where ships cruise in from all over, often with underpaid crews who only get excited when they glimpse that beacon of gold. In The City it's a party, in The City it's a murder. At the center of it all is the Babylon Tower, the grand hotel and night club where all the parties, all the liquor, and all the sin seem to swirl around.

Walden Belfry
Reluctant Man of Vice

Walden Belfry is in quite a bind. Formerly a quiet, unassuming desk clear at the Babylon, Walden has been thrust into the bright glare of spotlight after his boss, Tilly Ambrose, the Queen of the Sin, had been found murder, and in her will left the Babylon to my most favorite and loyal employee. Where Tilly embraced and stirred the party, Walden preferred a calm lifestyle. The party still continues while Walden Belfry, the last man on the world who should be running the tower, figures out how to keep it open and who killed his boss.

-Apperance: Walden Belfry is a Human in a city of Orcs, Elves, Dwarves, and the lot. He stands at average height and build with dark hair. Tends to wear fashionable suits. Prefers not to carry a gun.

-Abilities: Rogue abilities such as Sneak Attack, Stealth, and Contacts.

-Traits: Polite. Makes others feel catered to. Crowd pleasing.

-Ideal: Keep the place running until a suitable replacement could be found. Find out who murdered Ambrose and make them pay. Try to avoid getting shot.

-Bond: Is loyal to his employees and his circle of friends.

-Flaw: Insecurity: Lacks a certain confidence about himself that has made the Tower stagnate and fall into an adjustment period.

-Followers: Can counter on a circle of friends to help provide muscle, find out things, or get their hands on equipment when necessary.

Babylon Tower

The Tower sits in the center of the city, a few blocks from the not quite as tall Mayor and Civil Protection offices. It stands in the center as one of the tallest buildings in the city, a landmark so famous that when most people try to orient themselves or give directions, somehow the tower will be used as the first landmark. The tower for the most part is a hotel.

Amenities Include

-The Pennycourt Lounge: The main lounge and dance hall of the hotel, located on the ground floor and west wing of the tower. The Pennycourt boasts singers, towers of alcohol, and food. Guests with more carnal appetites can certainly find many a professional guy or gal working the room, though all such activity is directed to the privacy of the rooms above... or at least the bathroom stall.

-The Olympia Pool: Sitting on the eastern portion the Olympia is a large heated indoor pool with brass railings and marble steps descending into the water. A set of steam rooms and spa where a pair of Elves known as the Lynx Sisters direct activities and work bodies over on massage tables.

-The Starlight: An upper floor lounge with a series of great bay windows that overlook the city. It is a good place to catch firework shows. While the Pennycourt is open to the public, the Starlight is open only to hotel guests.

-The Roof: At the top of the roof is a partially covered heated pool. Half of it is inside a small lounge where the elevator and stairs exits into, the other half in which one can swim to by swimming under the wall is outside. The Roof is accessed by Gold Key members as well as Walden and his staff.

Adventure Seeds involving The Babylon Tower

-Who Killed Tilly Ambrose?: The biggest question that hangs over the Babylon is who killed the previous owner? Ambrose was a criminal, one of the Barons who helped guide the city with an invisible hand, but she was well liked by her colleagues and adored at her hotel. She was found shot dead in one of her hotel rooms and a slender figure with gossamer skin slipped off. It is probable that a Doppelganger was responsible, the bigger question is who gave the order? The starting clue is a Changeling community found near the harbor... 

-Tower Heist: The party is made of criminals who have decided to rob one of the lounges or just break into a client's hotel room and steal something. Be careful, in a world of Sorcery and Submachine Guns, the there are several forms of personal and hotel security in the place and The City will not tolerate a bloodbath.

-Sticky Situation: Looks like someone inside the hotel is a marked man by The Outfit the group of underworld Barons who control The City. Your party has been tasked with going into the Babylon and either dragging the subject or finding a way to lure them outside for The Outfit to pick them up. Again, the hotel's security would very much frown on trouble making and has a policy of not turning their patrons over at the threat of hoodlums and gunsels.

Wednesday, May 23, 2018

Mini Six: The Simple Magic System & Sample Spells


The original creator of the Simpler Magic System came from a rpg.net thread by a user named 'Daneel' to give credit where credit is due. Before I throw up some sample spells, here is the system in full.



Mini-Six Simpler Magic System 

1. Player describes spell they are attempting to cast.

2. GM provides a difficulty Target Number to hit using the table and optional rules below as a guide.

3. Player rolls. Resolve.

Very Easy & Easy: 2-10 

Short Range (touch)
Short Duration (one round)
Single Target (one creature/object)
Cantrips/Orisons, See Auras, Speak Languages, Burning Touch

Moderate & Difficult: 11-20

Medium Range (bowshot)
Medium Duration (several rounds)
Medium Area (several people)
Charm People, Mystic Armor, Heal Wounds, Fire Ball, Polymorph

Very Difficult: 21-30

Long Range (sight)
Long Duration (entire scene/encounter)
Large Area (crowd)
Resurrection, Group Teleport, Earthquake, Anti-magic Zone

Heroic: 31+

Any Range, Duration, Area & Effect
Wish, Miracle

Optional Rules 

- Damage is equal to Wits (as rolled when attempting TN).

- Healing TN is 15 for Wounded, 20 for Incapacitated and 25 for Mortal; healing may only improve the Wound category by one.

- Increase the difficulty if the spell being cast meets more than one criteria of a spell of that level.

- Require 2d in Wits to cast easy spells, 3d for Moderate, 4d for Very Difficult and 5d in Wits to attempt Heroic spells.

- Require verbal, somatic and material components and magical focuses (holy symbols, magic wands, etc.). Removing them can increase the difficulty of casting spells or even deny the ability to cast spells entirely.

- Require Contagious (part affects whole) or Sympathetic (like affects like) magic.

- Use Ritualistic magic that requires a longer casting time (say several minutes or hours).

- Allow the caster to cast several spells (say 1 spell per pip in Wits) ahead of time that can be "memorized" and then "released" at the time of casting (as 1 action).

- Allow sentient creatures an opposed roll (or Wits dice x3 +pips static defense) to resist spells.

- Wearing armor increases casting TN by an amount equal to the Armor points.

Sample Spells

Frostbolt
TN: 13
Range: Bowshot
Damage: Wits
Special: Upon hit, the target must roll a Might vs. TN 10 or be chilled for a round. While chilled, the target takes a -1D to all actions and their movement is slowed.

Blazing Barrier
TN: 14
Range: Caster
Armor Bonus: +6
Special: The barrier is hazardous to melee attacks as they are attacking a shield of magical fire. Any melee attack takes 2D fire damage. If damage overcomes Toughness, the target is set on fire and continues to take 2D fire damage each round until they take an action to put out the fire.

Feather Fall
TN: 5 + 1 per other character targeted in spells.
Range: Caster to Bowshot
Special: Caster can enchant themselves to float gently to the ground. They may also target up to 5 allies with the same spell.

Plea
TN: Special
Range: Touch
Note: This healing spell's TN is determined by wound severity as listed above. It includes 15 for wounded, 20 for incapacitated, and 25 for mortally wounded.

Shimmer
TN: 12
Range: Bowshot
Special: Teleports caster a short distance. Shimmering allows the target to bypass hostile targets without provoking a withdrawing attack.