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wTuesday, June 18, 2002


Skilltests

A typical skilltest is given by rolling 1D6 over or equal to the challenge level of the task. To the D6 roll you might get a bonus from your stats.

Typically the bonus works like this


Stat Stat bonus
Value None Low Medium High
0 0 -1 -2 -4
1 0 -1 -1 -3
2 0 0 -1 -2
3 0 0 0 -1
4 0 0 0 0
5 0 0 0 +1
6 0 0 +1 +2
7 0 +1 +1 +3
8 0 +1 +2 +4
9 0 +1 +2 +5
10 0 +2 +3 +6
11 0 +2 +3 +7
12 0 +2 +4 +8


So if I have to jump over that cliff which usually is 3+ to do and my Movement is 6, then I'm gonna get a +2 to my roll. Which means that even if I roll a 1 I'm gonna succeed. On the other hand with a Movement of 1 I'll have to subtract 3 from my rolls, which means I need to roll 6 to succeed.


posted by Christoffer Lernö at 12:25 AM


w


Combat

Hand-to-hand combat (revised):

Basics

1. Attacking in close combat is resolved by rolling 1D12

2. If roll+WS is above or equal to opponent WS+DS+7 the attack is successful. A roll of 1 is always a failure 11+ is always a success.

3. A roll of 1 is considered a fumble. A fumble gives the opponent a free action.

4. A roll of 12 is considered an critical success. A critical success gives the attacker a free action.

Combat order

Conflict is divided into combat turns. The side declaring intent to attack first will go first. After one side has declared and resolved its rolls, it is the other side's turn.
blaha blaha

Advanced combat

1. An attacker may declare a special attack. A special attack includes aiming for a certain limb, grabbing hold of the opponent, throwing, disarming and so on. To succeed with a special attack, first roll a normal attacking roll. If that roll is successful, the attacker may attempt the special move. The special move is resolved differently depending on the type of move.

2. An attacker who rolled a critical success may choose to forfeit the free action to convert a standard attack into a special attack.

Special situations

1. Shields grant a defensive bonus of +1 for small shields and +2 for medium and large shields. Shields decrease the effective Movement stat.

2. Fleeing from combat gives the opponent a free action



Ranged combat:

1. Roll 1T12+RW higher or equal to difficulty
Close = 12
Short = 13
Medium = 14
Far = 15
Extreme = 16

2. A roll of 1-2 always misses.

3. For a roll of 12, count the target's Toughness as half when rolling damage.

4. A roll of 1 is a fumble and hits a friendly target within the approximate target zone.



posted by Christoffer Lernö at 12:10 AM


wSunday, June 16, 2002


Some new thoughts on magic

I'm gonna try to present a magic system here, so bear with me.

To make sense out of these rules, the witchpower stat (which tells you how well the character can use magic) is called WITCH :), demonic taint is refered to as TAINT. TAINT is substracted from soul purity "PURE" which starts at 100 (%). Willpower or soulstrength is referred to as SOUL.

The types of magic are:
Borrowed Demonic Abilities (Humans only, demonic magic)
Art of Calling (Humans only, demonic magic)
Art of Opening The Veil (Humans only, demonic magic)
Art of Enchantments (Humans only, demonic magic)
Seals and Wards (Any race, some requires magic)
Troll Mystic Arts (Troll/witchpeople)
Dwarven Magical Crafts (Dwarf)
Ogre Magic (Ogres)

To actively use magic you need a WITCH of 6 or more. Otherwise your magic is too weak to have much effect.

Borrowed Demon Abilities

These are demon abilities which humans can learn through their link to the demon realms. A demonic ability costs permanent TAINT, and also TAINT at every use. The abilities are ranked from 1 to 7.


Level Taint/casting Taint/permanent
1 0 3
2 1D4 5
3 1D6 10
4 1D8 15
5 1D10 20
6 1D12 30
7 1D20 40


Abilities are for example:
* Unlodge soul (5)
* Death light (5)
* Cloud riding (2)

Art of Calling

This is a skill which can be taken at a rating between 1 and 5.


Skill Effect
1 Can summon and compell small invisible imps
2 Can summon and compell minor demonic entities
3 Can summon and compell normal demonic entities
and minor nature spirits
4 Can summon and compell major demonic entities and
nature spirits as well as physical beings up to SOUL 4
5 Can summon and compell any non corporal entities as well
as physical beings up to SOUL 8


(unfinished)

posted by Christoffer Lernö at 10:53 PM


wWednesday, June 12, 2002


"I see Earth rising a second time
Out of the foam fair and green;
down from the fells, fish to capture,
Wings the eagle, waters flow."

posted by Christoffer Lernö at 1:02 AM


w


Magic

How?
"Ways" to work magic is through:

Using pure demonic magical energy (which has the ability to infuse itself into other matter, change shape and appearance and move freely according to the mage's will)

Using demonic spirits to animate items (basically possession, but you can do it to items as well)

Using demonic spirits which can have many different shapes, but which will obey the mage's command.

Using demons which can take many shapes and some which can be invisible and pass through solid objects

Using demonic entities to subjugate other nature spirits and to control weather and wind

Using mind control powered by demonic energies

And so on and so on...

Magic is used by:
1. Using the right words and gestures to call upon ancient demonic pacts
2. Channeling demonic energy and shaping it according to need
3. Calling upon demons to do the magician's bidding (possessions, summonings, whatever)

So most magicians would learn formulae and methods of shaping magical energies certain ways. The magician has the ability to control demonic energy and entities, so spells have a possiblity to be varied a little even after they are invoked.

Demonic corruption
Sometime in the dark past, demons where sealed into the outer realms by the gods, however for some reason humans (and only humans) have the ability to open up the ways between the worlds and channel demonical energy through their soul.

The more you use magic, the more tainted you get. Eventually your character will start getting physical deformations slowly turning into a demon-like being. The transformations start out temporary but become increasingly more permanent. Once the character fully and irrevocably turns into a demon he/she cannot use magic any more because the magical power becomes kind of "short-circuited".

You gain permanent taint from learning new spells. When casting spells, you gain large amounts of temporary taint of which a fraction is converted into permanent taint.

Initial signs of demonic deformations are concealable but they are increasingly more apparent as the character slowly transform into the likeness of one of the 10 or so different "known" demon types. (There are a bunch of tables for randomizing the transformations)

There are a few ways to postpone the inevitable:

* At level-up, permanent taint either automatically goes down by one or a handful of points, or you have to "buy" a reduction for points that otherwise would go to talent and stat improvement.

* You can "seal off" the chaotic magic flows within your body by imprinting one's body with magical tattoos. Each tattoo has to be of a certain size, so there are only so many times this method can be emplyed.

* You can also create wearable armour-like magically infused items to bond to one's body sealing the magic like tattooes. Stuff like metal bracers and face masks are examples of how they could look.

* Last method is actually sacrificing body parts to reduce the permanent taint. I even made a list to go with it so you see which finger is gives you the best deal

All those options will eventually run out (naturally), so a magician will be careful not to use magic unless it's necessary.

The taint produces physica changes and depending on the demonic realm the progression varies, but you don't decide that when you create your character because the character is generally unaware of what kind of demonic power he/she uses.

Percentage chances indicate that this kind of disfiguration does not always appear but only does so with an approximate percentage.

*Malakai*
Witch marks
Extra fingers/toes
White hair
Red eyes
Allergy to sunlight
Claws
Rotting bodyscent (50%)
Attracts bats (50%)
Forked tongue
Demon wings

*Baphomet*
Witch marks
Voice deeper by two octaves (50%)
Goat eyes
Claws (25%)
Forked tongue (50%)
Tail
Goat hooves
Horns

*Froz*
Witch marks
Extra fingers/toes
Only able to whisper (50%)
Odd eye color (1D4: 1 - yellow, 2 - magenta, 3 - white, 4 - shifting colour)
Small horns
Fangs (50%)
Demon wings

*Amoras*
Deadly pale skin
Cat eyes (25%)
Green blood and bloodvessels
Rotting body scent (50%)
Attracts maggots and worms (50%)

*Chozziz*
Deadly pale skin (50%)
No body hair
Reptile eyes (75%)
Webbed fingers and toes (50%)
Forked tongue
Attracts worms and reptiles (75%)
Reptile skin

*Camorgen*
Deadly pale skin (50%)
Witch marks
Extra fingers/toes (25%)
Only able to whisper (25%)
Minor stigmata [continously bleeding wounds] (50%)
Extremely starved appearance (50%)
Frightening aura (25%)
Major stigmata (50%)
Allergy to sunlight (50%)
Rotting body scent (25%)
Eyes appearing on palms (50%)
Varying age (young in the morning and old in the evening or vice versa)

*Hloth*
Witch marks
White hair (50%)
Deadly pale skin
Only able to whisper (25%)
Abnormally long limbs
Extremely starved appearance (50%)
Claws (75%)
Allergy to sunlight (50%)
Attracts spiders

*Yon*
White hair (25%)
Fast growing hair and nails
Cat's eyes (25%)
Claws (25%)
Sex change (75%)
Varying age (50%)

*Yaksha*
White hair (25%)
Cat eyes
Attracts wolves (50%)
Fangs
Tail (50%)
Fur

*Djinn*
Witch marks (50%)
White hair (10%)
Deadly pale skin (50%)
Red eyes (20%)
Fangs (20%)
Third eye

The magic system itself is rather trivial with a 7 levels of spells. Each spell level has it's own die to roll for taint, but that's pretty much it. I might use the level system I eventually decided on adopting to limit the character's access to high level spells, but that's pretty much it.
Spells work automatically with saving throws for the victims only in exceptional cases.

Now if this still seems rather unbalanced then you might be right. To offset it a little, cold iron (yeah, including your basic platemail) is effective against daemonic magic. Also charms and stuff all do work. With the proper stuff characters should be able to ward off most magic if they know it's coming.

I'm not gonna make simple low level spells which are later useless because high level spells do the same thing but better.

Another reason why there is no need to add filler spells is that the more spells a character know the more permanent taint s/he is likely to have... and thus less likely to be able to use it without having to go around with an iron marsk etched with esotheric protection symbols.

On the high range of the scale I have spells that allows you to rip someones soul out of their body and stuff. Mid level are cloud flying and such. Low level spells are stuff like "lanterns of the dead" (just a more interesting version of a "light" spel).

Some spells

* Soul Avatar: The magician can take a soul and twist its essence so that it assumes physical shape. This shape is of etheral matter and cannot normally not be harmed. The Avatar will conform to the magicians will.

* Twist Seeming: Changes the outer guise of a being. [I need to work on this spell a little]

* Summon demonic item: The magician may summon objects from the daemonic realms. It will look like a twisted, slightly organic version of the item requested. To any person able to sense magic this positively radiates corruption. All demonic items are at least semi sentient.

* Imbue item with demonic power: By drawing arcane symbols on an item, the magician may infuse it with demon energies. The actual effect varies, but the approximate magical request conforms to the casters wish. Magical items created this way may or may not be possessed by demonic spirits. In that case the spirits will try to take control over anyone handling the object except for its maker. The item will always carry some sign of its demonic taint.

* Banish demon: Many types of banishings exist, one is performed with the mage opening his palm towards the ground where the demon stands. Demonlight seals will form into a magic circle surrounding the demon and seconds later it will seemingly burst from inside in a shower of magical light, while immediately afterwards implode into a dark sphere which shrinks out of existence. As the sphere disappears, the seals slowly fade and disappear.

* Possess the dead: With this spell a magician can go into a trance and possess the body of someone (or something dead). Range is effectively unlimited (after the the initial ritual), but demon seals or other protective measures will immediately sever the link (which then cannot be reestablished unless a new ritual is performed)

* Create doppelganger: Allows the magician to summon a daemonic doppelganger.
(Two possible versions: One you need to have the one you want to make a doppelganger of, the other you create a doppelganger (which at this stage looks like a half translucent while humanoid shape without any features) to seek out a person the mage is familiar with (the doppelganger will be imprinted with the mage's memory of this person). The doppelganger will start hunting for this person. Once its target is found, it will copy the target's outer form and try to slay its victim (usually in a sneaky way). The doppelganger has the ability to change its form. Usually it likes to grow claws and really sharp teeth. If it manages to slay its intended victim it will proceed to suck out it's brain. That way it will assimilate it's victims behaviour and some of its memories (but very incomplete).
The doppelganger is will be in mental contact with the mage and ready to act according to his/her will.

This is a pretty mean spell.)


* Demonic reanimation: Summons demonic spirits to possess dead bodies. Even recently dead bodies animated this way can be easily spotted because of their slight glow to their eyes, and the rotting demonic seal imprinted somewhere on their body (where the demonic spirit entered). Usually possessing entities are only semi sentient, but exceptions occur. Reanimated bodies will continue to decay.

* Deathlight: A magical seal in the form of an eye appears in the palm of the mage. From this seal a fascinating light radiates which draws attention. Any person looking at it will stand hypnotised. If not pushed away they will remain standing there looking into the light until their mind is permanently destroyed.

* Unlodge soul: The mage rips the soul out of a persons body. Useful for doing different soul corruption magic.

* Command earth spirit: If the place holds an earth spirit, this spell forces it to appear and obey the magician

* Power of animation: Possesses an item with a demon under the control of the caster.

* Soul fetters: Magical fetters which can bind any living beings. It will not affect mechanical items.

* Word of Command: forces a dead item to perform it's normal task. Doors can open and close, locks unlock or lock, candles start burning and so on.

* Cloud riding: The magician can summon magical clouds to move through the air

* Hand of the Puppet Master: The magician takes control of the limbs of a target, manipulating him like a like a puppet with jerky, unnatural movements.

* Mirror walking: The magician can walk into a mirror and exit through another he/she knows about.

* Create dimensional portal: Prepares a teleportation portal. Requires careful rune inscriptions to work.

* True teleport: Teleport from anywhere to a dimensional portal one knows about.

* Protective seals: Creating protective wards by drawing burning magical seals in the air.

* Summon witchfire: Creates demonic fire under the command of the caster.

* Death lanterns: Burning demonic lights dance around the caster, illuminating the area with an eerie light.
Death Lanterns
("Death lanterns are actually made out of these ghostly looking fire demons that circle around the mage. If they happen to touch anything they immediately disappear in a burst of light. However, they will usually not move anything on their own. If someone would run through the circle towards the mage, there be a real burst of fire, but not enough to burn the person unless they are naked humans. When one of these fire demons is destroyed (they actually die) they don't make more of a burn than say a cigarette would. Creative players might be able to figure out that you can actually use this spell to light candles and the like, or if you spray someone with oil and have them run though that circle it's gonna be pretty messy... ")

* Spirit sight: Allows the caster to see through the veils into the spiritworld.

* Opening of the Book of Blood - the mage can open the flesh of a living creature to insert things. The operation is totally painless and the flesh will mold around the thing as if it had grown around it. The mage can also remove things from within the body, like bones, inner organs and the like. During the operation the body of the target will be magically kept alive.
Any attempts to use this spell on wounded areas is extremely dangerous as there is a good chance the wound will start to rot in a way that can't be stopped by any means. Only a quick amputation can prevent it from eventually consuming the afflicted.
Beings operated this way will be afflicted by a strong demonic taint which sensitives can detect months after the operation (longer if the object remains in the body)

(which reminds me of that spell where the body becomes full off maggots, it eventually leads to death naturally, but before that happens the unfortunate target will learn how it feels with maggots crawling out of every body orifice. Including the eyes)

posted by Christoffer Lernö at 12:19 AM


w


Checklist

* Fantasy

* A few standard fantasy races and monsters, but some care has to be taken to let them become something other than faceless opponents or cosmetically changed humans. Don't quite know how to solve that well yet.

* World is supposed to be open to GM creating his own legends rather than laying down the law for everything.

* Magic and other situations should be visually appealing and interesting rather designed from a game-balance point of view (I've talked enough about it for you to know what I mean, right?)

* It should have some mechanism to let players and gm to embellish on details on the fly, especially about magic

* Game system should be fairly straightforward with simple mechanics with as few complex rolls as possible (SR skill rolls are complex - chance of success is not easily calculated, rolls have to be interpreted - BRP skill rolls are simple - chance immediately obvious)

* Have some sort of mechanism to character-ize settings as suggested in the "protagonizing setting" thread.

* No initiative ;)

* Smooth transitions between soliloquy and game theory should be explicitly supported

System
* Fast, non-obstructive combat system with reasonable results.
* Task resolution should let the players rely on the character's abilities to be consistent.

Setting
* Loosely inspired by norse mythology, both actual mythology and interpretations in comics (like "New Mutants in Asgard") and manga ("Oh my goddess)
* Magic that could rival the power of Gods
* Stupid (and sometimes ugly) giants as nice monsters for the characters to fight
* Demonic magic which corrupts the user
* An asian touch - borrowing inspiration from fantasy as interpreted in Japanese manga (for example "Dragonquest")
* Unarmed fighting just as good as armed fighting (in special cases)
* Very graphic, visual magic (the levitation spell makes you glow, firebolts sparkle like fireworks, the magical prison wall which can absorb magic hold on to their prisoner with a multitude of demonic arms growing out of it and so on)
* Goddess worshiping elder races
* Borrowing names from authentic mythologies to inspire the right feeling of things
* Magical tattooes, runes and bodypainting
* Elder races (dwarves, witchpeople, trolls and so on) all have magical abilities.
* The elf-like race, the witch people take inspiration from native american indians (during the wild west days) and gypsies.
* The magical (elder) races borrow from norse mythology rather than tolkien.


posted by Christoffer Lernö at 12:17 AM


w


Gameplay ideas

[Brokk: Adventurous dwarven trader, Yon Doh: experienced human huntsman and tracker, Grendel: young, rash and compassionate swordsman, Brim: a young sorceress]

GM: You see a trail of blood leading down the cracked
staircase.

GM: roll awareness

GM checks all results.

Brokk: What kind of blood is it?

Brim: I pick up a little and sense it.

GM to Brim: It must be human blood

Brim: *Sniff* *sniff* Human blood, it lacks the potency of
demon blood. I can feel it. Looking longingly on her
fingers

Yon: Then we didn't even injure it. Turning to Grendel
How are you holding up?

Grendel: Takes more than that to kill me.

Brim: I start down the stairs

GM: You all follow Brim down?

Rest: Yes.

GM: Everybody roll awareness

GM checks people's results.

GM: As you venture further down the stench of decay and
death grows ever stronger.

Brim: I summon my demon knives

GM: You see energies crackling around Brim.

Brokk: I look on grimly.

GM: The twin demon knives appear, faintly glowing in the
dark. But even worse you see the familiar demon marks
appear on Brim's skin and her face has assumed that deadly
pale hue you're now getting familiar with. Her voice is now
nothing more than a whisper.

GM to Brim: make a check that your taint is now one step closer to being permanent

Brim (whispering): I am ready.

Yon: It wasn't necessary.

Brim (whispering): It was and you know it.

Grendel: We have no time to waste! Why aren't we going down?

Brim: I continue down the stairs

GM: As you reach the bottom you hear strange sounds from
within. A kind of gnawing sound which really bothers you.

Grendel: I ready my sword.

GM: You pull your sword from it's scabbard. Do I need to
mention there is little light other than Brokk's torch?

Brim: I will take care of it. Summon the death lanterns!

GM: With a raise of your hand a whirlwind of faint lights,
growing increasingly stronger appears around you. The
motion slowly wears off as the lights grow stronger. There
are now strange lights dancing around Brim.

Brokk: What the hell is that?

Brim (whisper): Death lanterns, don't touch them, it will
kill them.

Brokk shies away from Brim

GM: You continue through a wide passage into a large
chamber. It's lit with an eerie bluish white gloom
seemingly coming from the walls and the floor. It cast
strange shadows on the DEMON WOLF gnawing on the bones of
the little girl you came to rescue. And beyond...

Grendel: Damn them all! I attack!

GM: Let me finish, and beyond, on a throne, the shape of
young woman, peacefully sitting, legs crossed, smiling at
you. You sense she is not human, if nothing else than for
the fact that the Demon Wolf looks up at her from time to
time as if it was he faithful dog.

Grendel: I've had it! They hurt so many innocent people. I
jump forward with my sword, attacking first the Wolf.

Brim (whisper): NOO! GREN!

Yon: Wait!

GM: Grendel, you throw yourself forward, your magic blade
trailing behind you in an arc of death... When suddenly the
woman opens her palm and a glyph like that of an eye
appears in a burst of light. You get caught in it!

GM to the rest: You see Grendel freezed in midflight,
transfixed by a pale light. In fact it almost seems as if
his soul is being sucked out of him...

Brim (whisper): Deathlight? No, impossible! Only humans can
use demonic magic!


posted by Christoffer Lernö at 12:15 AM


w


On the subject of Setting

"Once upon a time the world was much different. The wilderness was a dangerous place where monsters lived; goblins, giants, dragons and forces even darker and more sinister.

And there were the dwarves, master artisans making enchanted things of great beauty. There were trolls who lived in the depth of the forests with rumbling voices and the elves: fair, beautiful and dangerous.

It was a time of warlocks and witches, because the secret of their dark and horrible magic had not yet been lost.

For generations humans had ruled the world to their liking in unity, but greed is ever in the hearts of men, and so kingdom came to fight kingdom all while the glory of the old realm faded into memory.

Although this was a time of much sorrow, it was also a time of great bravery and valor. We know because we remember those daring souls who would face the dangers of the wild in search for fame and fortune forever in our legends."

Currently the story is set a few hundred years after the fall of the mighty land of many kingdoms (how do I give it a name which isn't "Empire"?). The realms, once split into many kingdoms had been united by Scyld into one great land. Roads had been built, a lingua franca established and peace had reigned until the fourth in the line of kings so abused his reign that the people rose up against him.

After his death, the most prominent rebel leader himself died in mysterious circumstances and the world was plunged into many wars between self declared kings and warlords. (It is in this time of civil war the game is set.)

But all had not been good during the reign of man. They had slain most of the witchpeople and made the rest into homeless drifters. The mystic trolls of great wisdom had been forced into the depth of the forests. With the dwarves they made peace only because the dwarven mine towns where of little use to them. The goblins were enslaved for their great talent of languages.

Of the other races they killed them where they could.

But now there are no soldiers patrolling the old guard towers. The hobgoblins, stronger and meaner cousins of the enslaved goblins have returned in great numbers. The Ogres, a magical shape shifting race of great magical powers, once defeated by the witchpeople millennia ago are coming back too. Attracted by the scent of blood of the battles where men slay men in their ambition for power. And in the night even deeper secrets lurk in the ever changing guise of "The Dark" which makes the dead rise against the living.

In the north, the frost giants still live, sometimes journeying south on solitary treks of destruction and plunder.

The wilderness has grown dark and dangerous since the now legendary rule of the great Kings. Villages has to fend themselves from both the dangers of the wild. But sometimes, men themselves are even greater monsters than the inhumans.

It was a time of terrible tragedies and great perils, but also of noble heroic deeds which would live on in the times to come.

The players will play either as humans, trolls, witchpeople, dwarves or goblins.

The trolls and the witchpeople possess mystic powers which most of which is totally unknown to the race of man. They live for centuries and can accumulate much wisdom during this time.
Of the two, the trolls are considered the wiser, and although not as quick in wit and thinking, their understanding is much more profound.
The witchpeople is a race of great grace and cunning. They are quick to anger but equally quick to forget. In physical appearance the witch people look much like humans, although tend to be slightly shorter. They all have distinctly pointed ears.
Male trolls are quite the opposite of the witch people, with crude features, and features like noses and ears growing increasingly bigger with age. Female trolls on the other hand look almost human, except for the slightly pointed ears with tufts (like that of the troll male) and their cow-like tails. Trolls are slow to anger, but once aroused will rarely fade until they had their vengeance.

The dwarves are a hardy people who long was confined to the mountains by the men who destroyed their kingdoms. They are all gifted with an ability to infuse any item they make with some of their essence, which makes every item they make intimately associated with their being, as well as magical on its own. Dwarven items are therefore both highly valued as well as only reluctantly given away and even more rarely sold.

Male dwarves are of stocky built with strong hair growth and crude features. Female dwarves on the other hand, share their male counterparts diminuitive size but not necessarily their crude features, making them look rather human, although of course much shorter.

The goblins most exploited talent has been that of language. The goblins have a natural ability to learn any language in almost no time. Because of that they were held as slaves by the humans and not simply exterminated.

The goblins are of similar height as that of the dwarves, but have very little hair growth, (this is especially true for male goblins). Humans tend to find goblins rather revolting in appearance and hygiene :) Goblins tend to be very greedy, but that doesn't mean they are egotistical. They are able to found very deep friendships with others, even with people of other races. In fact, goblins might be one of the most social of all races, although their culture is sufficiently different from that of humans that few humans understand that.

The hobgoblins are similar to the goblins in some ways, and vastly different in others. Unlike goblins, which are generally quite weak, the hobgoblins are very strong for their stature. A little taller than dwarves with dispropornately long arms and usually a hunchbacked appearance, they are surprisingly strong. Hobgoblins have even less of a human-like face than goblins. Their facial features are very weak features and often "decorated" by many scars sustained in fights and combat.

Hobgoblins are mainly viewed as "monsters" by most humans, but they are not as mindless as they are commonly thought to be. Hobgoblins are flesh-eaters and as such hunt for food. Sometimes they even eat hobgoblins of other tribes, but such occassions are few. Hobgoblin culture is one favouring strength and power. Because of that, hobgoblins often go on raids on other tribes or in human lands, both for aquisition of food and treasures, as well as "proving their worthiness".
Luckily for the humans, their built, although powerful, makes them very slow and because of that they rely on fighting which puts emphasis on strength rather than mobility.
For that reason, men were able to keep them at bay with tactics like employing distance weapons, spears and other weapons designed to keep foes at bay. Once in close hand-to-hand combat though, they can easily tear a man's limb off.

Finally the ogres. These provide the most varied race in the Realms. Althought they have very shifting appearance, they are generally agreed to be of one race. Some look like witch people, others more troll like, and some even more inhuman than that. They all tend to be of large stature, taller than humans, and possess strength according their size. Beyond that they might possess shifting magical abilities. In general, they are carnivores with a special liking for human flesh. Many settle alone in remote areas where they enslave people to do their bidding and to help them indulging in their desires. Many ogres possess magical weapons, but these are not made by dwarves or by demons unlike those possessed by men.

posted by Christoffer Lernö at 12:13 AM


wTuesday, June 11, 2002


Character creation

1. Roll up a set of values with 1D4+3 except for hitpoints which are 1D4+1. (Incidentally stats for non heroes are rolled with 1D4+1D3 instead)

2. Place values in order as the stats appear or choose.

3. Stats are Power, Movment, Toughness, Witchpower, Soulstrength, Awareness, Intelligence, Appearance, Charm and hitpoints.

4. Select player race (Witchpeople, dwarf, human, troll,goblin)

5. Modifiy stats in general by no more than +2/-2.
Witchpeople: -1 Toughness, +1 Movement & Appearance
Dwarves: +1 Toughness & Soulstrength, -1 Movement & Charm & Appearance
Male troll: +2 Strength +1 Toughness -1 Awareness & Movement -2 Appearance
Female troll: +1 Toughness & Appearance, -1 Awareness
Goblin: +1 Intelligence & Awareness -1 Toughness & Power -2 Appearance

6. Choose one of 7 classes: Warrior, Hunter, Trader, Mystic, Sorcerer, Talekeeper, Martial artist

7. Each of these classes represent a whole bunch of different kind of archetypes, bundled together for convenience.

8. To each class there is a set of special skill picks. Some of these have a rating from 1-6 while others are 1-3 and yet others you either have or you don't.

9. A few sample classes follows:

9.1. Talekeeper (=bard, explorer & learned man all rolled into one)

Weapon skill +1
Ranged weapons +1

Skill picks:
Enchanting Poetry and Music (1-6)
Charming Presence (1-3)
Language sense
Myth Lore (1-3)
Nature Lore (1-3)
Map and World Lore (1-3)
Arts of Healing (1-3)
The Sciences (1-3)

Starting picks:
Enchanting Poetry and Music
Myth Lore
The Sciences
Map and World Lore
+1 free pick

9.2. Warrior (=fighter, soldier, mercenary, barbarian whatever)

Weapon skill +3
Ranged Weapons +2

Skill picks:
Heroic leap (1)
Rushing attack (1)
Battle cry (1)
Armour movement (1-3)
Disarm (1)
Battle tackle (1)
Martial Mastery (1-3)
Berserk (1)
Quickdraw (1)
Ignore wounds (1-3)
Mighty blow (1-3)
Wrestling (1-3)

Initial picks
2 free picks

10. Calculate weapon and ranged weapon skills by applying the bonus to the starting values of the races. WS and RW usually starts with value 2 (before bonuses)

11. Jot down the number of fate points (two to start with)

12. Optional fleshing out rules here which aren't essential.



posted by Christoffer Lernö at 11:51 PM


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Hello and welcome to the Yggdrasil blog.

posted by Christoffer Lernö at 9:44 AM