Showing posts with label rp5. Show all posts
Showing posts with label rp5. Show all posts

Wednesday, May 8, 2013

Barsoomian MAGIC

Edgar Rice Burroughs’ Martian tales portrayed religious figures as frauds and scheming political leaders, not ordinary mortals touched by the divine and capable of miraculous wonders.

“The whole fabric of our religion is based upon superstitious belief in lies that have been foisted upon us for ages by those directly above us, to whose personal profit and aggrandizement it was to have us continue to believe as they wished us to believe.  I am ready to cast off the ties that bind me.  I am ready to defy Issus herself, but what will it avail us?”  (GM, X)

Despite the lack of legitimate priests and wonder-workers in the source material, most fantastical roleplaying systems rely on those character types and their presence is expected.   Furthermore, Burroughs’ novels are not lacking in wondrous, spell-like occurrences.  This chapter is intended to assist the game master caught “between the wild thoat of certainty and the mad zitidar of fact” (GM, III) by introducing methods to resolve this conflict between player expectations and the source material, as well as providing rules for adjudicating super-natural effects.

Magical Barsoom

The referee has several options if he wishes to expand upon the Martian tales that inspired Red Planet and include magical phenomenon in the game.  He is free to use all, some, or none of the suggestions below.

1) Allow individual spells to select characters: Spells are not magical effects, but the product of exceptional mental prowess.  Many telepaths exists on Mars; that a select few are able to create wondrous phenomena by thought alone is plausible.  In this case, the priest’s or parapsychologist’s power comes from within.  This is the best option for GMs wishing to keep religion a superstition in their games.

2) Religious Revival: Following the death of Issus, a new spiritual age arises on Barsoom as Martians of all colors return to the nearly forgotten deities worshiped by their ancestors.  This option might serve as the plot of several game sessions where the characters seek out lost temples in ruined cities to recover religious texts, icons, and other temple goods now in demand. 

3) Priests of specific origin: Although the cult of Issus is revealed to be fraudulent, this need not be the case of all religions. In ancient isolated, or exotic populations, (CM, V), true gods are worshiped that grant their devotees special powers. All priest characters must originate from one of these places or groups, and may face persecution outside their small enclaves if they do not keep their beliefs and origin secret.
      “Gahan, a man of culture and high intelligence, held few if any superstitions.  In common with nearly all races of Barsoom he clung, more or less inherently, to a certain exalted form of ancestor worship, though it was rather the memory or legends of the virtues and heroic deeds of his forebears that he deified rather than themselves.  .. . he did not believe that they had the power either for good or for evil other than the effect that their example while living might have had upon following generations; he did not believe therefore in the materialization of dead spirits.”                                                                                      (CM XX)
 
Miniatures from
BronzeAgeMinDOTcom
 
 

Monday, May 6, 2013

PETTY GODS of BARSOOM



 

The following seven deities are provided as suggestions for the GM looking to incorporate true gods in their game.  While these deities do not appear in the source material, they are inspired by it and would not be out of place on the Red Planet.

Barsia is the goddess of life and healing, responsible for all living things on Barsoom.  Once she was the Tree of Life, but her essence spread out across the world upon its death.  From the smallest patch of ochre moss to the greatest zitidar, Barsia dwells in all things.  Her symbol is a lavender  disc and her priesthood is entirely female.  Her temples are adorned with growing plants and freely-roaming animals—even fierce ones - that obey the priestesses’ calls.  Her spheres are Healing and Life.  Priests of Barsia may use any weapon when battling undead creatures and increase their charissma score by one at 5th level.

Orjadass is the goddess of water, dreams, and the mind.  Although once a major power, her presence has waned with the vanishing oceans of Barsoom.  Orjadass’ servants are much diminished and include the few sailors on the south polar sea, those dying of thirst on the dry sea beds, and a small cadre of savants dedicated to unlocking the mysteries of the mind.     Her temples are small, simple affairs, but always have access to a subterranean stream.  Orjadass is venerated on Moonday and her symbol is a pair of mated interlocked silver discs.  Her spheres are Water and Thought.  Priests of Orjadass can detect fresh water within 10 ads; they also gain +1 to WIS at 5th level.

Taredak is the god of war and honor.  He is one of the most revered deities on the Red Planet, eclipsed by Barsia only slightly.  Taredak is depicted as a perfect physical specimen of his worshippers’ species—handsome, physically imposing, dressed in battle regalia, and with proud, heroic features.  He is honored on Thansday and before any battle.  His symbol is the stylized rendering of an ancient short sword.  Taredak’s spheres are Combat and any elemental spell (Fire, Water, Earth or Air) that inflicts damage.  Priests of Taredak may use spears or short-swords and gain +1 to STR at 5th level.

 Daarlot is the god of air, storms, and the ravages of time.  Daarlot manifests himself in the horrible siroccos and cyclonic storms that race across the Barsoomian landscape, tearing down mountains, eroding cities, and wrecking fliers.  He is honored on Windsday and during tempests, and is considered the patron of flyer crews.  Temples to Daarlot were once commonplace in the city of Hastor.   Daarlot’s symbol is a two-headed malagor, the great bird of Barsoom.  His spheres are Air and Sound.  Daarlot’s priests may use javelins and increase DEX +1 at 5th level.

Zeddagim is the god of earth, the home, and protection.  He appears as a titanic calot seemingly hewn from living stone of crimson and ochre coloration.  Zeddagim’s day is Hearthsday and his symbol is a diamond-shaped stone edged in steel.  His temples are small, blocky affairs, and he is most often worshiped at a small household shrine located near the center of the home.  Zeddagim’s spheres are Earth and Defense.  His priests gain +1 toCON at 5th level.

Aranth is the goddess of fire, passion, and knowledge.  She appears as a living column of orange flame with scorching white eyes and subtle humanoid curves.  Aranth represents the destructive and civilizing power that both knowledge and fire bring.  Her temples are always found near centers of learning and contain eternal flames tended by her priests.  Aranth is honored on Fireday and her symbol is a flame-rimmed triangle.  Her spheres are Fire and Knowledge.  Priests of Aranth may use bows and gain +1 to INT at 5th level.

Ulth is the god of ignoble death and calamity, and is the closest entity to a satanic figure in the Barsoomian pantheon.  His cult is entirely subterranean and shrouded in layers of secrecy.  His color is purple and he is portrayed as a skeletal Green Martian clad in burial wrappings.  His appointed day is Starday.  His spheres are Magic and Necromancy.   Ulth has few priests, but those that do honor him may use axes or scythes and increase their Size +1 at 5th level.

      these  Petty Gods  crafted by Micheal Curtis July 2011
and will be appearing in GorgomMilk's upcoming project

  Artwork is from the
esteemed  Joe  Jusko

Saturday, May 4, 2013

SPELL Descriptions




A spell is a magical (or super natural) occurrence that affects the mundane world to produce results that might not normally be possible according to the laws of physics.  Spells are cast by priests, the only spell using class in Red Planet.  Spells come in varying strengths known as levels and each priest character can cast a number of spells based upon his level of advancement (see Table 5.1).  The number of spells a priest knows and the maximum number of spells he can cast each day are the same.  Unlike some classic roleplaying games, the cast spells in Red Planet are not “forgotten” and may be cast multiple times as determined by the priest’s level.

A priest, psychic or parapsychologist gains new spells by reading ancient scrolls and religious texts, going on pilgrimages, offering sacrifices, or through divine revelation. In game terms, these activities are replicated by the character increasing his level. With every level of advancement, a priest typically receives two new spells.  At least one of these two spells should be chosen from within his deity’s sphere of influence (when available).  At the GM’s discretion, the second spell may be chosen by the player, the GM, or randomly determined (roll d12 on Table 5. ).

Priests recover their spell casting ability by resting and meditating: no massive grimoires or eldritch research is necessary. It generally takes one zode of rest, meditation, or prayer per spell level recovered; thus, after three zodes of rest, a priest could recover three 1st level spells, a 2nd level and a 1st level spell, or one 3rd level spell.  The spells that are recovered are chosen by the player of the rested priest’s character .

A spell is cast by using an assortment of specific words, gestures, and intonations.  Unless specifically mentioned in the text of the spell’s description, speech is required for most spell casting; somatic and/or material components may or may not be required.  Some spells require special materials to invoke their power. These material components are listed in the spell’s description along with the cost for that substance expressed in coins (p.3).  Unless specified, material components are consumed by casting of the spell.  Each spell description includes the spell or power’s name and six important game statistics:  sphere, time/duration, range/effect, and saving throw.


Sphere indicates what type of power the spell invokes to create its magical effect.  Each deity in Red Planet is linked to one or more spheres.

Time is how long it takes to complete the casting of the spell.  If a spell caster is injured prior to the completion of the spell casting process, he must make a successful fortitude throw in order to maintain his concentration and complete his spell casting.  Failure to make this fortitude throw means the spell is interrupted and the priest loses it from his current daily list of available memorized or known spells.

Duration is the length of time the spell lasts as expressed in rounds, xats, zodes, days, weeks, months, years, or permanent.  A diligent game master or refer will keep careful track of the passage of game time and makes a mental notation of when a spell began and when it will end.

Range is the distance a spell’s target can be from the spell caster and still be affected by its magic or power.  Range is usually expressed in inches or as ‘touch’.  One inch on the miniature scale, useful when playing with a battle grid or other marked surface,  represents ½ ad (1.5 meters or 5 feet).  A spell caster must physically lay a hand on his target (armor bonus does not apply) to successfully affect them with a spell where ‘touch’ is listed as range.

Effect indicates the number of targets, creatures, or area affected by a single casting of the spell

Saving throw is listed when a spell’s target has a chance to avoid or reduce the effects of its magic.  Each saving throw is based on one of the game’s three  types (p.20), and characters modify the saving throw roll according their appropriate ability modifier.  The DC for a saving throw against a spell is                           10 + Spell level + priest’s Wisdom Modifier       
        + priest’s armor / encumbrance penalty.

Saving throws against spells are made using a d20 as described in Chapter Three.  Saving throws listed for NPCs, monsters, and  beasts are assumed to  include the individual ability scores bonuses.  Red Planet’s saving throw mechanic makes it compatible with a wide variety of excellent game materials produced under the Open Game License.
 
Image 'liberated' from
The Art of Barsoom - - >

Thursday, May 2, 2013

from Michael Curtis , July 2011

  

Animate Dead – 3rd            Sphere = Necromancy

Time/Duration = 1 xat/ 1 decade per caster’s level
Range/Effect = touch/see below
Saving throw = none

This spell animates the corpses of dead creatures, raising them to act as mindless minions of the spell caster.  Depending on the targeted corpses state of decomposition, animate dead creates either skeletons or zombies that retain none of the levels, hit dice, capabilities, powers, or spells the beings had while living (but they may retain half their craft skill at the GM’s discretion).  These undead creatures follow simple one step commands given by the caster such as “stay,” “guard,” “carry,” “follow,” “dig,” or “build.”  They attack any creature other than the spell caster unless specifically commanded not to do so. Use of this spell is considered disrespectful to the dead and it is therefore rarely employed by ‘good’ priests

Due to their undead states, piercing and slashing weapons do half damage against skeletons (round fraction down) and the original dexterity scores of zombies are halved.  Both skeletons and zombies can be harmed by non-magical weapons.  Being mindless automatons, they are immune to spells that affect the mind, ego, or psyche (command, hold, etc.).

A priest can animate a number of undead with hit points equal to his current total.  Thus, a 8th level priest with 36 hit could create nine normal skeletons, five zombies, two Sz4 skeletons, or one Sz6 zombies; provided there are corpses of the appropriate type available.  This spell may be cast multiple times, but a single priest can only control a number of undead equal to twice his original or uninjured hit point total.

 Unless destroyed (reduced to zero hit points), undead created by this spell remain animated for a number of decades equal to the priest’s level at the time the spell was cast.  A priest can “release” undead  (abandoning his control over them) to free up the total number of hit points under his control in order to command undead of greater numbers or power, but he should take precautions that his former minions do not turn on him.

 
 
Rflx
ATK
Dmg
DC
HP
Fort
Will
Move
Size-2  Skeleton
+2
+0
d6
14
 4
 -1
+1
10”
 Sz3 Skeleton
+1
+1
d8
13
 9
+0
+2
 8
 Sz4 Skeleton
+0
+2
d10
12
16
+1
+3
 6
Zombie
 -2
+0
d8
10
 9
+2
+0
 4
 Sz6 Zombie
 -3
+1
2d6
 8
25
+4
+1
 4
 Sz8 Zombie
 -4
+2
2d8
 6
49
+6
+2
 4

Only priests have the ability to turn or dispel undead.         The priest must make a will save against a DC equal to 10 + the square root of the undead creature’s hit points.  For each point of the will save above the DC, the priest turns one additional undead, i.e. a modified roll of 15 would turn four Sz2 skeletons (DC 12 plus 3 additional skeletons) or a single Sz6 zombie with 25 HP.


Bless – 1st                              Sphere = General

Time/Duration = one action/ 1 zode per level
Range/Effect = 5” radius/allies
Saving throw = none

This spell grants all allies within its range of effect a +1 bonus to saving throws and morale (p.39).    It is typically cast before battle, at the conclusion of a religious ceremony, or prior to eating (especially when the possibility of poison is present).  Evil priests may reverse this spell to curse enemies within the range of effect.  Those affected by the curse suffer a -1 penalty to saving throws and morale for the duration of the spell.  This spell stacks with other morale and saving throw bonuses, but not with itself (multiple castings of bless cannot increase the applied bonus above +1).  This spell requires the priest’s holy symbol to cast.

 

Blight – 4th                           Sphere = Water

Time/Duration = one action/instantaneous
Range/Effect = Touch/one target
Saving throw = Fortitude

This spell conjures a blast of desiccation that causes a plant, insect, or swarm to rapidly decay or age.  Its magic instantly destroys up to one ton of non-monstrous plants (including moss and fungi) and inflicts one d6 of damage for each of the caster’s level on insects, swarms, and monstrous plant life.  A successful save reduces the damage to half.   Material component required is the priest’s holy symbol.


Call Thoat – 3rd                  Sphere = Life

Time/Duration = 2d6 xats/ 2d6 zodes
Range/Effect = 25 haads/one creature per 2 level
Saving throw = none

This enchantment has saved the lives of more than one priest stranded on the dead sea beds of Barsoom.  After a lengthy casting, this spell calls one or more refreshed, wild thoats to the caster’s location.  So long as a reaction roll (Table 3.4) is favorable, the beast agrees to serve as the temporary mount of the caster (and any allies in the case of multiple thoats).  The spell provides no riding accoutrements; the caster must provide his own saddle or suffer a -2 penalty to all Ride skill throws.  Once the spell ends, the priest must either recast the enchantment or otherwise negotiate with the beasts to remain in service ( i.e,  using speak with animals or ride skill ).  The material component for this spell is a piece of usa fruit (CM, III).

 
Command – 1st                    Sphere = Thought

Time/Duration = partial action/ 1 round per level
Range/Effect = 5” + 1” per level/one creature
Saving throw = Will

This spell forces the target to follow a one or two word command given by the caster.  The spoken command must be in a language the target understands.  If the target fails a Persuasion-based saving throw, it complies with the command, ignoring all other instructions or intended actions such as combat or spell casting.  Typical commands include “come here,” “attack him,” “sleep,” “drop that,” or “leave.”  Commands must be an action the target can to do at will. Thus, commands such as “fly” or “die” have no effect on people.

 
Complete Focus – 1st                         Sphere = General

Time/Duration = 1 action/ 1 xat
Range/Effect = touch/one creature
Saving throw = none

This spell grants its target utter clarity of purpose, imparting a +1 bonus for every level of the caster (maximum +5) to their next d20 roll.  Affected die rolls include attacks, saving and skill rolls.  This bonus affects only a single roll and the spell dissipates after the die is thrown regardless of success or failure.  The material component for this spell is the priest’s holy symbol and a bit of ash to be placed upon the supplicant’s temples.

 
Consecrate – 4th                  Sphere = General

Time/Duration = one zode/ 1 decade per caster level
Range/Effect = caster level squared
Saving throw = N.A.
 
The power of this spell designates a specially prepared site as sacred to a priest’s patron deity.  The cost to build the temple, shrine, or chapel to be consecrated is d10 × 10 gc for each 1 ad × 1 ad × 1 ad map square the structure occupies.  Once the structure is completed (construction time is determined by GM), the spell requires 2- 8 priests of the same faith be in attendance to assist the caster.  An animal  sacrifice (human in the case of evil priests) is typically performed to complete the spell’s casting.  Upon completion, consecrate affects an area of map squares equal to twice the casting priest’s current level.  All followers of the priest’s patron enjoy a +2 bonus to saving and skill throws while in the consecrated area, and the duration of their spells is doubled.
 
Consecrated structures can be defiled by disgraceful actions against the site’s patron deity.  No magical spell is required to desecrate a consecrated location; grievous acts of destruction (torching the finery, defacing walls and statuary, staining the surfaces with unwholesome liquids, etc.) are all that is needed.  A desecrated structure can be consecrated again with a successful casting of this spell without the need to repay the structure’s cost in gold coins.

Although desecrating the sacred ground of a rival deity may be rewarded by the priest’s patron (as determined by the game master), there is also a 1 in 10 chance that the offended deity retaliates in some manner.  Possible forms of punishment for desecrating holy (or unholy) ground include permanent curses, chronic wounds, or a visit by the deity’s supernatural minions. Truly blasphemous desecrations might even warrant a visit from the patron deity’s avatar.

 
Cradle of Daarlot              Sphere = Air
 
Time/Duration = one action/ one xat per caster level
Range/Effect = 1” per level/one creature
Saving throw = none

The magic of this spell or power causes the target to become as light as a feather, protecting him from falling damage and granting him the ability to glide, but not fly, on the winds.  He may fall any distance at a rate of 1 ad per round for as long as the spell lasts and not sustain injury.  If he has not reached the ground (or other solid surface) before the duration ends, his descent continues at normal, potentially fatal speed.  A creature under the effect of this spell may also launch himself from a high perch and glide a horizontal distance equal to 1 ad for every ad above the ground he was at the start of his glide.  The subject must begin his glide from a point at least 10 ads above the ground to glide successfully.

Because this spell alters the subjects mass, he is at danger if exposed to high winds.  An earth-bound character under the effects of cradle of Daarlot must make a Reflex throw against a DC based on the wind conditions.  A strong breeze is DC 7; high winds are DC 10; gales are DC 15; and hurricanes and cyclones are DC 21.  Magic and encumbrance affect these rolls.

“Plummet-like he fell for a thousand feet and then the storm seized him in its giant clutch and bore him far aloft again. As a bit of paper borne upon a gale he was tossed about in mid-air, the sport and plaything of the wind. Over and over it turned him and upward and downward it carried him, but after each new sally of the element he was brought nearer to the ground… Expecting momentarily to be dashed to destruction he presently found himself deposited gently upon the soft, ochre moss of a dead sea-bottom, bodily no worse off for his harrowing adventure…”   (CM VII)
 
Miniatures from
BronzaAge MiniaturesDOTcom

Wednesday, May 1, 2013

More Barsoomian Magic by Micheal Curtis


 
 
 
 
 
 
 
 
 
 
 
 

 
Cure Critical Wounds – 3rd             Sphere = Healing

Time/Duration = d3 xats/ instantaneous
Range/Effect = touch/one creature
Saving throw = none

The curative spell restores 3d6 + caster’s level of lost hit points (maximum of 30 hit points) to the target and removes any maiming (p. 48) caused by a disfiguring injury (acid, fire, etc.).  The spell restores broken or mangled limbs to normal function so long as the majority of the limb is present.  Cure critical wounds also heals all conditions affected by cure light wounds and cure moderate wounds.  This spell cannot be cast more than once per playing session and no individual may receive its benefits more than once per month of simulated game time.  The material components of the spell is an alexandrite gemstone and a gold, silver, copper, and nickel coin (100gc).

 

Cure Disease – 3rd level                    Sphere = Healing

Time/Duration = d6 xats/ instantaneous
Range/Effect = touch/one creature
Saving throw = none

The power of this spell reverses and removes the effects of any magical or mundane infection, affliction, or disease that a character contracts by physical (including inhalation) contact.  It cures mummy rot, vermin fever, and lycanthropy, but provides no protection against subsequent exposure to the disease.  This spell cannot be cast more than once per play/ game session and no individual may receive its benefits more than once per week of simulated game time.      Material component required for this spell is a piece of the ivory tusk of an apt  (50 gc, p.70).


Cure Light Wounds – 1st                            Sphere = General

Time/Duration = one action/instantaneous
Range/Effect = touch/one creature
Saving throw = none

This enchantment heals the target of d6 + priest’s level in lost hit points (10 hit points maximum).  Alternatively, it can be used to cure paralysis, spider bites, and stunning.  The spell has no effect against maiming, poison or level/ ability draining.  With a successful touch attack, the spell inflicts d6 + priest’s level in damage (max. 10 points) when applied against undead creatures.

 
Cure Moderate Wounds – 2nd          Sphere = Healing

Time/Duration = two actions/ instantaneous
Range/Effect = touch/one creature
Saving throw = none
 
This spell causes the target to recover 2d6 + priest’s level in lost hit points (20 hit points maximum).  It can alternately be used to cure paralysis, stunning, fear, exhaustion, or all non-lethal damage sustained.  The spell has no effect against poisoning, maiming (p. 48) or level/ ability drain.  If used as a touch attack against undead, it inflicts damage equal to its curative power.

“Bleeding and weak I reached my women, who, accustomed to such happenings, dressed my wounds, applying the wonderful healing and remedial agents which make only the most instantaneous of death blows fatal.  Give a Martian woman a chance and death must take a back seat.  They soon patched me up so that, except for the weakness from loss of blood and a little soreness around the wound, I suffered no great distress from this thrust which, under earthly treatment, undoubtedly would have put me flat on my back for days.”  (PM, XV)


Detect Evil – 2nd                       Sphere = Knowledge

Time/Duration = four actions/ 2d4 xats
Range/Effect = 2” radius per level/self
Saving throw = none

This spell automatically alerts the priest if any evil being or magical energy enters the area of effect centered on the caster.  This spell does not require the priest to concentrate in order to sustain it, but once an evil presence is detected, the caster can focus his attentions or meditate on the presence to discern more information regarding the potential threat.

The first round of concentration determines the presence’s direction and distance (i.e. ‘2 ads west.’).  The second round of meditation determines the number of evil creatures present (i.e.there are 5 enemies nearby.)  Three rounds of concentration determines the power of the individual creatures, whether low (1-3 hit dice or levels), moderate (4-7 hit dice), high (8-12 hit dice) or extreme (13+ hit dice).  The fourth round of concentration determines the nature and/or origin of the detected presence (i.e. ‘lawless denizen of the abyss’).

Upon Red Planet, GOOD creatures respect truth, nature, beauty, charity, and innocence.  Good PCs will pledge their lives, their fortunes, and the sacred honor to defeat a tyrant or to right an injustice.     EVIL creatures do not appreciate life, art, chastity, or other virtues.  They are motivated by personal gain and kill without remorse.  When evil beings choose to follow a leader, it is typically out of fear or greed, not because of devotion or loyalty.


Detect Undead – 1st                Sphere = Necromancy

Time/Duration = one action/1 xat per level
Range/Effect = 6” cone/any within range
Saving throw = Will  

This spell detects the presence of undead creatures, entities, or items.  This spell may reveal the disguise or pierce the illusion of a powerful undead entity (vampire, demon, or devil), but it does not expose the abilities or skills of the detected creature(s).  Undead creatures within range of this spell receive a saving throw to remain undetected.  This evocation is foiled by a 1/50th sofad of lead, 1/10th sofad of metal, one sofad of stone, or three sofads of dirt or wood.


Dismissal – 4th                                     Sphere = Defense

Time/Duration = one action/4d6 weeks
Range/Effect = 2” per level/one creature
Saving throw = Will  

By boldly presenting his holy symbol and declaring that the target is unwanted in his presence, a priest using this spell forces a single extra planar creature (undead, demon, devil, elemental, etc.) to return to its home plane.  Dismissal is unaffected by spell resistance, but the target is allowed a saving throw to ignore the spell’s effect.

 

Endure Elements – 1st                       Sphere = Fire

Time/Duration = one action/ 1 xat per level
Range/Effect = touch/one creature
Saving throw = none

The power of this spell allows one creature to function comfortably in temperatures ranging from -40°F to 140°F  (-40°C to 60°C) eliminating the need to make a saving throw to avoid exposure/ hypothermia.  This spell also protects the target’s personal equipment.  It does not protect against magical heat or cold, nor does it affect hazards such as hail, gas, lightning, or anoxia.


Artwork is by
 Kris  Todd