Nekromanti MYTHS-kampanj i Vita Tornet-miljö (spelare sökes)

Anarchclown

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Ok. Glöm måndagar. Nu är det tisdagar som gäller. Vi ska spela Myths i en miljö som delvis beskrivits i sagoform i tråden Vita Tornet .

Två spelare är redan rekryterade, dessa är kända som Radioaktiv och Rymdhamster på forumet. Målsättningen är att spela varje tisdag, hemma hos mig och Radioaktiv. Självklart finns det risk för ändringar i detta schema efter omständigheter.

Vi har katter här, vilket kan göra det svårt för allergiker. I övrigt är vi bosatta vid Hornstull i Stockholm, vilket är rätt lätt att ta sig till ifrån stora delar av Mälardalen med omnejd. Personer som är intresserade kan höra av sig till mig. Faktum är att det inte är ett krav på att delta varje gång så även de som bara vill dyka upp och testa system eller setting gärna får vara med en kväll. Att göra en karaktär tar ju trotts allt på sin höjd 15 minuter i anspråk om man har brottom. Jag kommer att presentera mer om kampanjen i denna tråd allt eftersom den växer fram.
 

Radioaktiv

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Kanske vi kan spela på Dragons Lair ifall någon är allergiker?

Bara ett förslag så vi slipper utesluta någon för den saken skull. :gremsmile:
 

Anarchclown

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Ok. Med tanke på att jag redan har 5 intresserade spelare så kan vi sluta oss till att detta blir av. De 5 har redan fått ett PM med mer information. Första sessionen blir tisdag den 2:a. Om andra vill delta finns det fortfarande gott om plats både för inhopp och regelbundet spelande.

Mer information om kampanjen kommer snart i denna tråd.
 

Anarchclown

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Ok. Här kommer lite om upplägget i kampanjen till att börja med. Idén är att man har två rollpersoner. En som sitter i det gröna rådet (ni får döpa om det själva, men det är dess arbetsnamn). Dessa är mäktiga sagoväsen av olika slag som har beslutat sig för att bilda en sammansvärjning. Dessa har sedan anställda äventyrare. Det är meningen att era rådsmedlemmar mest ska mötas och bestämma över ert växande inflytande, försvaret av er domän med mera. Era äventyrare däremot ska skickas ut på diverse uppdrag, ibland på eget bevåg, men oftast av Gröna Rådet. Lite mer om skapandet av dessa RP kommer snart.

Edit: Personer som bara kan vara med ibland eller kommer in för en session kan fundera på att bara göra en RP istället för 2.
 

Anarchclown

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Självklart finns detta i mer lättläst form i en wordfil också om det ger för mycket huvudvärk att läsa det här.

CREATING A POWERHOUSE
This character is the mover and shaker of the setting. It is meant to be a mostly inactive manipulator of events that rarely sees adventure. It probably spends most of its time researching and ruling its growing domains.
How To
Create a character at 4th level with 6 extra abilities. Don’t forget to give it magic or some other edge or it will just be another level 4 character.
Added Options
While the regular characters usually just follow the rules of the game, the power house might have added options, not readily available to normal characters. For example different schools or magic or races might be available.

GREEN COUNCIL MEMBER OPTIONS
FOMOIR LORD

This strange creature has been hiding within the realms of Vergaia. The calling of the witch times has brought him forth into the world once more. No longer the servant of Margoin he is still not a force of good, but rather a spirit of change and life. He is most likely a massive specimen, able to intimidate people with his sheer presence. A fomoir is a greater faun of sorts.
Note: All Fomoir lords are male (except perhaps for your character), thus I am breaking the normal rule of my texts and writing him as a he.
FEATURES
A Fomoir lord shares Features with fauns but are much older and more intimidating
Required Tricks: Big horns, Spirit Sight, Witchcraft

ELVEN NOBLE
The elven noble dwells within the safety of the immortal lands, however her interest in the mortal realms makes her venture forth at times, to meet other powerful allies or to give commands to her minions. She is mostly a political leader but her powers do go beyond that. Among these powerful spirits she might be the most worldly and interested in material things. This elven noble is no mere feyling, it is of a pure bloodline, something that probably matters more to it than it does to others.
FEATURES
An Elven Noble shares statistics with feylings and only differs in bloodline, age and power.
Required Tricks: Noble, Natural Magic, Chosen by the Light

THE NYMPH
A Dryad, Najad or Oread, the nymph dwells by whatever natural feature that brings her her power. Though most of her kind are content to sit by their tree, spring or hill top, this one is a bit more ambitious. She wishes to make her power grow, and to get there she needs to remake the landscape in her image or at least grow the feature that brings her power. She is a spirit of healing and beauty, closely linked to Hekat but it is also said that her mere visage can blind or even kill those that look upon her.
Notes: All Nymphs are female (unless your character isn’t).
FEATURES
Use Feyling statistics, but instead of DEX +2, the nymph gets CHA +2
Required Tricks: Natural Ties, Unnatural Beauty

NATURAL TIES
Prerequisites: Nymph
The Nymph has a connection to some sort of magical part of the landscape. By growing that, through the application of Elementum (Earth for Oreads, Water for Najads and Animist for Dryads) she gains more access to her powers. At 10 € of the proper type she gets one free use of her powers, at 30€ she gets another and at 60 she is truly a spirit to be feared and gets yet another free use of one of her powers. There are also rituals that allow her to influence the landscape around her depending on the level of her natural tie.

UNNATURAL BEAUTY
Prerequisites: Nymph
The Nymph is so beautiful, looking at her can wrack someone with pain. This gives her a +1 bonus to all social rolls.
Use Ability
Cost: 3
Duration: 1 minute
While this effect is active, anyone looking at the Nymph must succeed on a Perseverer roll difficulty 10 or be stunned for 1D6 rounds.

DRAGON
The dragon believes itself to be the crowning achievement of reality. It also doesn’t believe that it was created by the gods but rather through evolving through its own might and the strife of countless centuries to be the peak predator in the world, considering even humanity to be nothing more than prey. This particular dragon however is a small member of its race, recently hatched and having fled from its fellow hatchlings who are always cannibalistic to begin with. This has made it into something a little more social than most dragons. Not quite as likely to murder, pillage and eat its way to infamy on its own. This is why it has sought to be a member of the council.
FEATURES
Ability: STR +2
Large: This character is large, it has a hit dice of one size larger than usual, it has an AR of 7, its attacks are considered crushing. It has +2 difficulty to hit Dodge and gets a +1 bonus to Block.
Wings: The dragon has wings that can be used to buffer falls, making it impervious to falling damage while it is allowed to act.
Natural Weaponry: The dragon has a tail spike, it has horns, claws and fangs. It does 1D6 with all natural weapons.
Primitive: The dragon has a very hard time wearing armor and wielding weapons. It also prefers to rely on its natural abilities.
Required Tricks: Hoarding, Flight

DRAGON TRICKS
DRACONIC WARRIOR
Skills: Athletics, Endure, Fighting, Perceive, Intimidate
Tricks: Draconing Armor, Flight, Dragons Breath, Dragon Fighting, Hoarding, Terror

DRACONIC ARMOR
Prerequisites: 3rd Level
The dragon is a true warrior dragon. It has an AR of 10.

FLIGHT
Prerequisites: Athletics
The dragon can fly at a speed of +2. This trick can be bought up to one time per level for +2 speed each time.

DRAGONS BREATH
Prerequisites: Fighting
The character gets +1 to dodge against close combat attacks, due to the heat it gives off.
Use Ability
Cost: 3
The dragon breathes a cone that is 5 squares long and 5 squares wide. Everyone in that cone takes 1D12+STR damage unless they manage a Dodge vs 10.

DRAGON FIGHTING
The dragon does +1 damage with its natural weapons
Use Ability
Cost: 1
The dragon can make an extra attack with its natural weapons.

HOARDING
Prerequisite: Perceive
The dragon can hoard at least 10£ worth of gold to get to use one of its abilities for free once per day. If it manages to hoard 30 £ it gets another free use. It can also spend 10 £ to gain experience as if it had completed an adventure. If it spends 10 £ over the course of a year, it gets an extra training point for that year. This requires for it to stay inactive.

TERROR
Prerequisite: Intimidate
When breathing fire or charging an opponent the dragon can perform an intimidate action as a free action against a chosen foe.

GORGON
The gorgons were Oreads, corrupted by the power of Margoin they struck a pact and turned in to snake haired witches. Their power is greatly feared, though thankfull they mostly dwell in legends these days. Of course, this character does not, moving through the woods, having left her mountainous homes in the Crooked Mountains behind , to meddle in the affairs of Utveda.
Note: All gorgons are female (unless your character isn’t).
FEATURES
Abilities: CHA +2
Petrifying Gaze
Whoever looks upon the Medusa is turned to stone. To avoid doing so whilte fighting her requires a successful Comprehend vs 10. Anyone looking away gets +2 difficulty to hit her dodge. It is possible to close ones eyes but when doing so the difficulty to hit her dodge is increased by 5. The drawback of this is of course that the Gorgon can have no minions except those immune to her gaze.
Night Vision: Gorgons see better at night and in darkness than humans do. They are still blind in total darkness though.
Required Tricks: Controlled Gaze, Writhing Presence, Trophy Hunter

GORGON TRICKS
WRITHING PRESENCE
Anyone in close combat with the Gorgon must succeed on a dodge save against 10 or be struck by snakes on her head. Thes do 1D6+CHA poison damage.

DEADLY POISON
Prerequisite: Writhing Presence
The snakes on the Gorgons head now deliver a poison that requires a Resist vs 10 or the character hit dies. If the target manages to save she is still damaged normally.

CONTROLLED
The Gorgon no longer needs to kill with her gaze at any given moment. She has spent many years perfecting her art control over her powers and now she can interact with others without the chance of killing them instantly. To turn her gaze on or off is now an action. If this character has the Trophy Hunter trick, she no longer needs to kill her prey to gain Elementum, she can instead bed them to gain a 1/10 of what she would have otherwise gained.

FORKED TONGUE
Prerequisites: Controlled
The Gorgon is a sensual and sinous creature. With her hypnotic movements and gaze she can make almost anything seem believable. This gets her a +1 bonus to all social rolls with those that might find her gender attractive.
Use Ability
Cost: 1D6
By defeating the Insight+10 of a subject, this character can charm said subject into viewing her as a friend or a lover for a duration of 1 hour.

TROPHY HUNTER
The Gorgon can gain € by petrifying other living creatures. Most living creatures are not worth much, but magical creatures are worth a lot, as are wizards and some heroes. With this € she can power rituals. She can also spend 10 € per year to get an extra training period. She can also spend 10€ to gain experience as if she has gone through 1 adventure.

SUBTERANEAN NOBLE
This person is nothing but a subterranean who through her bloodline being one that is related to the Change Lords more closely than normally, has a much longer lifespan than the rest of them. She is apparently no longer welcome in her home below ground and has moved up to the magical woods to make a living as a magical power house.
FEATURES
Use the features of a subterranean grayling. Only this creature is more powerful, long lived and has a somewhat greater magical potential.
Required Tricks: Master of Glamour, Dark Vision

SUBTERANEAN NOBLE TRICKS
CHANGELING
This character gets a +1 to perform or social checks to come across as someone else while in disguise.
Use Ability
Cost: 3
The character takes on the guise of another person.

MASTER OF GLAMOUR
This character gets 5 points of illusory weave rituals that are already a part of her nature. She also gets a +1 specialty bonus to all effect rolls for Glamour spells.
 

Anarchclown

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CREATING YOUR REGULAR CHARACTER
RACES
WOLFLING

CON +2
Enhanced Sense of Smell: Wolflings have +1 to perceive when it involves the sense of smell.
Night Vision: Wolflings see better at night and in darkness than humans do. They are still blind in total darkness though.
Fleet: The wolflings are very fast runners. They get +2 to speed.
Natural Weaponry: Wolflings have teeth and claws that are quite sharp and made for killing. These do 1D6 damage.
Ritualistic: Wolflings are often struck by the need to urinate on things, smelling things and thanking Kajite and other spirits for things, behaving rather superstitiously. To ignore these instincts the wolfling needs to succeed on a WIS roll against a difficulty, normally 10. The skill Social adds to this dice roll.

WOLFLING TRICKS
SPIRIT TRACKER
This character can track spirits by smell, just as if they were corporeal.

HUMAN FRIEND
This trick adds +2 to the rolls to resist the Ritualistic disadvantage.

GREYLINGS
Greylings are said to be related to the Changelords of old. They are also related to Dirtlings that dwell within human cities, though the Greylings are far more aggressive and lusting for plunder. They mostly belong in the regions of Utveda and Grynigakull. They are relatively disorganized except the witchlings that live near Khemwyn in the Crooked Mountains.
Ability: STR +2
Night Vision: Greylings see better at night and in darkness than humans do. They are still blind in total darkness though.
Good Health: Greylings have +1 to resist rolls.
Frightening: Greylings get a +1 bonus to Intimidate skill.
Awkward: Greylings are socially awkward and thus get a -1 penalty to Social and Gossip rolls.

OTHER VARIANTS
SUBTERANEANS

The subteranens are a different breed of greylings. More closely related to the dirtlings of human cities, yet with cities and a civilization of their own. The Subteraneans live in massive caverns underneath the earth. Their great city Mahardroum might just be the largest city in the Utveda region.
Abilities: Subteraneans have +2 DEX instead of STR.
Unassuming: The subteraneans do not have the normal Greyling Disadvantage of being awkward, they also do not have the Frightening advantage.

OGRES
These massive brutes are just a mutant strain of the regular greylings. Some speak of troll blood running in their veins. In most regions outside of Utveda they are all but extinct. Within the great forest however they work as thugs, guards and sometimes chieftains among other Greylings. Among humans they are mostly known for being of insatiable appetites for food, plunder and sex. A hazardous prospect at best considering they average around 8 feet tall.
Large: This character is large, it has a hit dice of one size larger than usual, it has an AR of 7, its attacks are considered crushing. It has +2 difficulty to hit Dodge and gets a +1 bonus to Block.
Clumsy: Ogres are massive and rather off balance at times. They get a -2 penalty to stealth and thievery.

GREYLING TRICKS
BERZERKER
The grayling can go berserk, this gives her a +1 to hit rolls and a -1 to dodge. It also means that she rolls death save as normally when she reaches zero hit points, but unless she dies instantly she continues to fight until either dropped by a critical hit or the fight is over. She cannot use any skills other than Athletics and Fighting while berserk.
UNRELENTLESS
The greylings as a race are very enduring. Some are even more so, able to run for days or work intensively for hours. Unrelentless gives the character a +1 bonus to all checks to avoid exhaustion and +1 to save vs death.
IMPROVED SENSE OF SMELL
This greyling has a strange affinity for using her nose to smell her way to things. She has a +1 to perceive when smelling is involved.
DARK VISION
This greyling has spent much time beneath the earth. Not all subteraneans have this gift, but those that do see in pitch darkness are valued as guides or sometimes as stealthy warriors.

FAUN
The fauns of Utveda and other lands are descendants of the Fomoir of old. Warriors of the Margoin in her war against the light. However once Margoin was pushed back and the realms of Märkligheten and Gränslandet were but legends, the Fomoir cooled off and left behind them the fierce but much more noble Fauns. They are known for their lust and their carefree natures. Natures that can sometimes invite the touch of chaos into their minds.
Abilities: CON +2
Charming: Satyrs are somehow more charming than one might think of a goat person. They are the embodiment of lust after all. They get +1 to social and perform rolls against anyone that might lust after them.
Natural Weaponry: Fauns have hooves and horns that can hurt people considerably. These do 1D6 damage when used in combat. They also train in using them from birth and get a +1 bonus to use them.

FAUN TRICKS
BIG HORNS
Instead of the small horns that most Fauns have on their forehead this one has large ones that take the shape of either the horns of a ram or the antlers of a hart. They are brutal in combat and deal 1D8 damage. The character has also had plenty of time to train with them and thus adds a +1 speciality bonus to damage to attacks made with them.

SPIRIT SIGHT
This Faun can see spirits and the invisible. This does make her life considerably more interesting though, especially in an animated place such as Utveda.

FEYLING
These creatures are the descendants of true fey. They are often called elves in other lands but here they are known as feylings as the true elves still sometimes walk the lands. While long lived and powerful in their own right the Feylings are yet but a shadow of the might of their forefathers that still live within the hidden glens of the great woods.
Ability: DEX +2
Night Vision: Feylings see better at night than humans. They are however just as blind as anyone else in total darkness.
Eenhanced Senses: Feylings get +1 to the Perceive Skill.
Lore: Feyling characters get a +1 bonus to Legend skill when using it to recall and research historical facts.
FEYLING TRICKS
EXPERIENCED
Having spent some time in the realm of immortality this Feyling has had plenty of time to practice a skill. This gives her a heightened critical range one focus she has within a skill. Meaning she rolls a critical success on 19 as well as 20.
NOBLE
The feyling that has noble blood within her veins has the ability to make mere mortals fear even harming her. This means that until she herself acts with aggression she can defend herself with her Luck+1 against all incoming attacks. This symbolizes that her enemies take pause in awe of her.
NATURAL MAGIC
This feyling has 5 points of rituals that she possesses and that she has already mastered. Meaning she has already crafted items or woven spells. She also has a +1 focus bonus to success rolls with magic.
CHOSEN BY THE LIGHT
This ability gives a +1 bonus to Social rolls against all those creatures that have not learned to hate the light. (Usually Trolls, Subteraneans and minions of Margoin).

HUMANS
The humans are a diverse lot. There are however three main cultures of the era, described separately below.
NIRAMI
The nirami name means ”the black friends” which is a reference to the average hair color of this people. They are the majority inhabitants of all the lands south of the Crooked Mountains.

AETHWY
This people is often redheaded, sometimes blond, they are mostly inhabitants of the great Utveda. They are said to originate from the same areas as Nirami and their genetic markers can be found in all countries where the Nirami live.

UTHNA
This often traveling people was an old people in Utveda befor Iuf and Hekat were even born. These small and often gnarly looking humans with skin tones of greyish hues, brown or sometimes red tint are primitive and that has been the guarantee for their continued success in this land. They often live very uncompicated lives and although they are probably the most numerous of all the human nations of Utveda they are often ignored by the other, more civilized inhabitants of the region.

BUSINESS SENSE
Prerequisites: Nirami heritage
This character was born in a family where money was handled well and often. She gets a +1 bonus to both Social, Scribe and Gossip when trade, money or business is involved.

MURDEROUS
Prerequisite: Nirami heritage
This character does 1D8 instead of 1D6 with daggers and also has +1 focus bonus to hit with them.

CLAYMORE CHAMPION
Prerequisite: Aethwy heritage
This character has a +1 focus bonus to hit with Claymores. She is also a master at keeping her enemies at a distance, increasing her Dodge by one when wielding a two handed weapon with a long reach.

MASTER WEAVER
Prerequisite: Aethwy heritage
This character can, if she manages a crafts roll, difficulty 20, keep whatever the cost was for crafting a magic weave. She can also create magic clothing that works as magic items. These are considered magic weaves for the purpose of using this trick.

SPIRIT SIGHT
Prerequisite: Uthna heritage
This character is one of the Shamans of her people. She can see the world of the invisible and the spirits of death and life. Hers is a much more complex and interesting world. This might make her come off as somewhat crazy though.

WARRIOR OF THE LAND
Prerequistite: Uthna Heritage
This Uthna warrior has learned how to make the land work for her. She can always find fully functional weapons within most wilderness areas. They might not be as sturdy as metal weapons, but they could be just as sharp and deadly. If close to a life tree or any other sort of magica natural feature, she can even find magic weapons, should the spirits be willing.
 

Anarchclown

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Om man har någon fantastiskt bra idé om varför man är en människa som är med i rådet och som har en gorgon som henchman så är det också helt ok. Det är liksom meningen att vi ska ha kul här och skriva våra egna sagor.
 

Anarchclown

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Ok. Första deläventyret avklarat. Rollpersonerna gick på ett lokalt bröllop mellan en Aethwysk riddares son och en Niramisk försupen bondes dotter. De hindrade här att en konflikt uppstod genom att först förhindra förnedringen av brudgummen vid de obligatoriska lekarna och sedan hindra mordet på bruden under bröllopsnatten. Det finns någonting märkligt i det närliggande ridderskapet Untergloa dock, vad är ännu oklart. Deltog gjode Radioaktiv, Übereil, Rymdhamster, Shaithan och Owlbearpig. Kul var det. Hoppas på många fler sessioner. Intressenter kan fortfarande höra av sig.
 

Radioaktiv

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Vi skulle verkligen behöva någon med social skills. We has none, förutom bärsärken som är jätteegotrippad! (Ja, min karaktär då alltså).
 

Anarchclown

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Det går att sakta göra sin karaktär bra på något som den inte var bra på från början om man vill. :gremsmile:
 

Übereil

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Radioaktiv said:
Vi skulle verkligen behöva någon med social skills. We has none, förutom bärsärken som är jätteegotrippad! (Ja, min karaktär då alltså).
Min gorgon är jättebra på sociala situationer (hon saknar enbart gossip).

Übereil
 

Übereil

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Men jobbar i centrala Stockholm. Det tar 15 minuter att gå till DL från mitt jobb, och hemresan är ungefär samma oavsett om det är spel på kvällen eller inte.

Übereil
 
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