Saturday, April 4, 2020

Some Sorcery Spells

Abilities for the Sorcery power from Thaumatology: Sorcery.

Ray of Revealing

Keywords: Information
Full Cost: 56 points
Casting Roll: None. Make a Sense roll to locate a target; the GM will make another Sense roll for the player to pick up details accurately.
Range: 2,000 yards
Duration: Indefinite
A tenuous fiber of magical energy extends from the sorcerer, able to pass through air, water, and up to 1’ of solid matter. Finding a target requires a Sense roll. When a target is located the sorcerer can see and hear events taking place. Another Sense roll (made by the GM) is required to pick up accurate details.
Statistics: Para-Radar (Increased Range, x10, +30%; Penetrating, +50%; Restricted Arc, 60°, -75%; Stethoscopic, +50%; Sorcery, -15%) [56].

Sorcerer’s Covert

Full Cost
21/25 for levels 1 and 2
Casting Roll
100 yards
30 minutes
When this spell is activated, anything within two yards of the subject becomes partially obscured to magical senses and detection spells. At level 2 the subject is completely invisible to these senses, a roll cannot even be made to detect them.
Note that this spell does not have the ‘defensive’ limitation on Obscure, and a sorcerer will have as much difficulty scrying out of this as into it.
Statistics: Affliction (Obscure 5, Clairsentience; Extended, Detect Divination, Para-Radar; Magic; Limited, Magic; Stealthy) +23%; Extended Duration, x10 +40%; Fixed Duration +0%; Increased 1/2d, 10x +50%; No Signature +20%; Sorcery -15%. Level 2 increases Obscure to 10.

Tuesday, February 5, 2019

Llello Rojo

"Llello Rojo": Drug cultured from cocaine with a kind of mold growing on it, sparkly red. Has been used by a dangerous gang of drug traffickers, whose members are gradually transforming into monsters by its effects. 
The idea is basically two pronged in origin:
  1. I wanted an 80s action movie/Miami Vice sci-fi plot
  2. I wanted to create an in-game version of the overhyped idea in the 80s and 90s that some drugs were instantly addictive and would turn you into a psychopathic killing machine that normal handguns couldn't kill - tweaked out gang members charging into police fire and attacking them with a kitchen knife sort of urban legends.

It has the normal effects of cocaine, both as a stimulant and its adverse mental and health effects. It would be Totally Addictive, as well as expensive and rare as far as addiction to it counts for a DisAd.
It has other secondary effects, mostly related to aggression and physical prowess.
Immediately, it gives Hard to Kill/Subdue, extra FP, and Bad Temper, Less Sleep.
People who use the drug over longer terms will accumulate additional Ads/DisAds: Combat Reflexes, Extra Basic Speed, Fit/Very Fit (long term it acts as a performance enhancing drug); Berzerk, Bloodlust, On the Edge, Paranoia, etc.
Continued use reduces the control number on the DisAds that have them.
Gaining the advantages requires actual use of the drug, while the DisAds are longer term.
I am not sure how to 1) structure accumulation of effects or, 2) structure the withdrawal.
I do have BioTech but the idea I have is rather more complicated/exotic than super-steroids and the like.
One idea I had was simply to handle it on a meta-level, and give longer-term users balancing advantages and disadvantages but Heaven knows if some insane PC is going to want to know how long it takes for llello to turn him into a combat monster.

Saturday, January 26, 2019

Republic of the Saviour

My latest campaign project has been set in 1981 El Salvador, after the JRG coup and during the civil war between the government forces and FMLN-affiliates that followed. Similar to Delta Green, there are extra-terrestrial incursions which are beginning to show effects on the various political, economic and military situations in El Salvador and neighboring Honduras. Under the cover of anti-rebel paramilitary activities a local oligarch has financed a private, secretive group to investigate and exterminate suspected alien influences.

I am thinking about characters at 250 points, using GURPS Action 1: Heroes as the primary guideline for character creation, supplemented by some styles from GURPS Gun Fu. The theme is mainly 80s action movies and television shows like Miami Vice. The player characters could be ex-SEALs, Vietnam burnouts-turned-mercenaries, CIA assets, Salvadoran paramilitary forces, etc. Aside from the extra-terrestrial stuff in the background, the civil war and the interventions of the US, Soviets, Cuba, Israel, etc. provide a lot of opportunity for intrigue and foreign arms imports. The characters have a 'cover' that is somewhere between 'arms merchant cutouts' and 'right wing death squad'.

Monday, December 17, 2018

S&S Published Resources for BRP-type Systems?

I am moving in a couple of days to another state. Right now I was musing about what BRP/d100 resources exist for dark fantasy/sword & sorcery?

The most obvious would the Stormbringer! roleplaying game in its various incarnations. My favorite supplements for this series would be the Atlas of the Young Kingdoms v. 1, The Unknown East, and Sorcerers of Pan Tang. To that you can add the MRQ books Elric of Melnibone line (by Lawrence Whitaker, primarily) are more accurate to the world in the Moorcock stories. These include the titular book, the Companion, Cities of the Young Kingdoms: The South, Cults of the Old Kingdoms, Dream Realms, and Magic of the Young Kingdoms. The MRQ books in particular have the most developed version of the setting and systems, and are easy to adapt to Legend, OpenQuest or Mythras - with some modification - being somewhat closer to them on the BRP tree than classic Stormbringer!

Lankhmar Unleashed for MRQ has some interesting features, though given its reliance on MRQ1 GMs will probably want to abandon many of the internal mechanics for ones native to the system they're using.

BRP Magic World is very much like Stormbringer without the serial numbers, but benefits from further editing and refinement. The default setting may not be as compelling to some as the world of Elric, but can easily be substituted with the Young Kingdoms, Hyborean Earth, Xothique, etc. with some minor modification. If nothing else is magic, setting and character abilities can serve as inspiration or be adapted to anther BRP system quite easily.

BRP's Mythic Iceland is more mythology, but it happens to be a type of mythology that was very influential on writers like Poul Anderson and thus has a lot of resonance with traditional S&S settings. In a Hyborian Magic World game, for example, Mythic Iceland could serve as a resource for the Vanir and Aesir lands.

Vikings of Legend can serve a similar role. While Mythic Iceland is close to core BRP products, Vikings of Legend is just as close to MRQ2/RuneQuest6/Mythras, and may be easier to use as a resource for someone working with those systems.

Crusaders of the Amber Coast is a largely historical medieval period game involving Baltic crusaders and their environment. Its atmosphere of sinister pagans in the wild bogs and forests (think Conan's Picts) and relatively brutal military conquest in the name of a divinity could be easily adapted to dark fantasy. It is before the high medieval period, making it closer to the ancient/medieval hybrid of most sword & sorcery.

Call of Cthulhu is the most distant from any of these systems, especially in its 7th edition. However its magical systems are semi-compatible with most BRP games, and the pre/posthuman god-monsters and black sorcery of Lovecraft are very much appropriate to most S&S games. The same can be said for Raiders of R'lyeh, which has rules more appropriate to pulp characters than CoC's glass-boned scholastic types.

Clockwork & Chivalry and its later version Renaissance Deluxe are much more technologically advanced than most sword & sorcery (though there's no intrinsic reason you couldn't have dark fantasy in the high Renaissance) it does have some unusual, medieval-themed spells that may be more  suitable for a S&S game than fireballs and djinn summoning.

Finally, the Thieves' World Sanctuary Boxed Set - if you can find it - has a lot of good information on a dark fantasy urban campaign and in particular the setting's city of Sanctuary. The character statistics are converted into many different systems - including RuneQuest - which can be useful in another respect: this can help the GM to look at other dark fantasy games such as Astonishing Swordsmen & Sorcerers of Hyperboria and bring those characters, spells and abilities into a d100 system by comparison.

Surprisingly there has been no direct adaptation of Conan to any d100 system, nor of any impersonator like Thongor. There is a GURPS 3rd edition solo adventure set focusing on Conan and his world, but as complex as GURPS and d100 games can be the conversion work would be more than it would be worth.

My Approach

Incidentally, the way I would do it? I would use Mythras as the core, turning Animism into something more like Summoning with Manifestation traits; use MRQ Elric for a setting; supplemented by creatures, adventures and spells from Stormbringer (as needed); make Lakhmar and Sanctuary cities in the Young Kingdoms; make a Hyborian viking race from the Far North based on Vikings and Legend, again with spells and creatures drawn from Mythic Iceland as needed..
This would require some moderate conversion work. In magic I would favor going with Mythras magic/spells/powers when a version exists or can be adapted with existing effects. Animism, Sorcery and elements of Mysticism would make it more appropriate - note this would make the magic system more like Magic World than the various Stormbringer and Elric games. Otherwise, use the MRQ version adapted to Mythras. Only convert Stormbringer! stuff if it's especially neat or fitting to the feel of the game.

Finally, monsters from Raiders of R'lyeh and Call of Cthulhu would be especially appropriate adaptations if characters are sorcerers, demonologists or witch hunters.
Using the Elric/Stormbringer supplements as the core is easiest since so much of it is close to Mythras, and so much of it exists in a BRP format. While it might not get the exact 'power levels' correct doing quick, rough conversions where percentages are mapped on, characteristics are copied over, and rough ability in spellcasting are plugged into the conversion is an easy way to loot the vast hoards of BRP-type materials, much a D&D-style games are famous for. The exact distinctions in the game systems characters are built with and for can be ignored, though the result will be novel compared to the original iteration that is often more interesting than a rigorous conversion would be.

Thursday, December 13, 2018

Two New Mythras Campaigns

I currently have two Mythras campaigns in the works. One is a medium-sized group adventuring in the Taskan Empire - high magic sword & sandal. The other is a single player adventuring in the Realm - sword & sorcery medievalism.
Expect updates later!

Thursday, December 6, 2018

Burgundy in Flames

I accidentally deleted my blog for a couple of days there, when I ditched my G+ account!

I recently got my physical copies of Mythras, Mythic Rome and the Burning Wheel Codex. I spent some time working on The Realm (a dark ages Mythras fantasy setting from a few adventures), as well as Burning Anor (a Middle-earth Burning Wheel campaign set around the Rhun Sea).

My latest project has been a Burning Wheel campaign set in medieval Burgundy during the 100 Years War. I will have Folklore and Sorcery both in the game. It was heavily influenced by Ars Magica, Osprey military books and a general interest I have in Burgundy and the Low Countries.

The exact shape of the campaign would depend a lot on the characters and players, but the general idea was that they are associates of the Great Company - a mercenary outfit founded by Werner von Urslingen, with its roots in north Italian heavy cavalry condottieri. The company is currently employed by the Duke or Burgundy to parry the rebellions in Flanders. There is slight ahistoricity in this: the game starts in 1339, and the Great Company was founded a year or so later, but it closely reflects the practices of the time. They probably won't be line soldiers (at least primarily), and it would be a good idea to have someone possessing Faith and someone else with Sorcery. Folklore is also recommended for non-wizard/priest characters. The game will have a fair amount of magic in it, though nothing like D&D or RuneQuest where people make coffee with spells and have ghosts do their laundry.

Here are a couple of notes I have for the setting.

The Society of St. Simon Magus

The Society of St. Simon Magus is the equivalent of Ars Magica's 'Order of Hermes'. The Simonians represent NeoPlatonism, Hermeticism, alchemy, astrology, Simon Magus, Valentinus, Cathars, Bogomils, gnosticism, Paulinists and Marcionites. As opposed to actual history (where they either withered or became the pretext for a civil war in France that eliminated them) they have managed to maintain an 'esoteric church' within many influential branches of the exoteric church (i.e. the catholic hierarchy and congregations) and forced a sort of religious truce between the Petrine and illuminist sects. Sorcery itself is seen as a principle of true gnosis.

The Society includes many 'lay brothers', who are hermeticists and doctors of theology which maintain the lore an ancient manuscripts of the Society. There are further some hierarches, pastors, nobles and Universities in the Languedoc which are especially influenced by the Society.

The further, semi-secret inner council of the Society are the Gifted, who are given special esoteric education and taught the art of sorcery. Many of these Illuminated brothers adopt an ascetic view (as many gnosticizing sects in the past did), and may become hermits or monastics. There are other monastics who more follow the Cluniac pattern and have accumulated great wealth. As in Ars Magica members of the Society are not allowed to inherit noble titles, though as abbots or diocesian clergy they may in fact exercise temporal and economic authority over substantial holdings and they may, depending on the rule of their Society, also engage in some commercial management.
Finally there are the antinomians, who either believe the possession of the Divine Aeon which gives them their power and the gnosis of it unlocks their own perfection and all they do is righteous. The material world is base matter and of no importance! Alternatively, there are some who believe that the Noahic laws and human institutions do not bind them, acting as Anarchs who answer to no human authority. These individuals and covens tend to irritate the more traditional Simonians, and they are sometimes given over to the secular authorities and church hierarchs for heresy trials.

Setting Notes Burgundy, 1339

The setting is strongly influenced by Ars Magica, as a portrayal of Europe in the 14th century with the fantasy element that the self-perceptions of Europeans, their fairy tales and religious beliefs are objectively true, at least for those who have the right talents and know where to look.
It takes the actual history mostly for granted up to the starting point of the campaign. There are important implicit differences, such as the fact that there is 600-odd year old and generally sanctioned tradition of sorcerers. 
For reasons of campaign location, Burning Wheel rule simplicity and time the question of how Egypt and China might be affected itself by magicians, or whether Turkic steppe tribes can pray to Allah or Tengri for miracles. Virtually everyone in the campaign will be confessing Catholics and some sort of European of a 14th century feudal culture
  • North France and Burgundy. Lots of rich towns, high nobility, important members of the church hierarchy, and elite military found in these areas. Naturally the Order of Hermes would have some representatives and influence in such an important region.
  • This location allows for any of the backgrounds in BWG to be plausibly available, from peasants to landlords, petty craftsmen to guild masters, mercenaries to plate armored princes.
  • Technologically speaking everything in BWG would be available, and extended to elves creates an interesting bump in Norwegian real estate values (all of a sudden that frozen wasteland is useful to someone beside reindeer)
  • Jousting Tournaments in France, Burgundy; bringing in knights from all around.
  • Fairs in nearby of Champagne
  • Trading and production cities of Burgundy
  • (Black Plague struck Constantinople in 1347, will spread to Sicily by the end of the year.)
  • Technology in use by the 14th century in Europe:
    • Wine press invented about 2 centuries ago, now used across Europe. Burgundy and Champagne have an immense wine trade.
    • True chimneys and fireplaces now common in good houses; Segmented arch bridges; Treadwheel crane, stationary harbor crane, floating crane; wheelbarrow (12th c.), ; Oil painting; Hourglass (new invention); Mechanical clocks; Blast furnaces; water hammer, vertical windmills, astronomical compass, paper, rotating bookmark, spectacles, watermarks; arabic numerals, university, buttons (on clothing), spinning wheel
  • Northern France is currently transitioning from ancient French into middle French.
  • Apogee of the armored knight, fighting on horseback and foot.
  • Widespread use of professional archers and mercenary infantry.
  • 100 Years War has been ongoing since 1337.
  • Some mercenaries are tried and executed for their activities.
  • House of Plantagenet in England has claimed the throne of France (against the House of Valois, who holds the French throne.
  • French king going insane (part of the time); when he is sane he favors the faction of the Duke of Burgundy; when insane he favors the faction around the Duke of Orleans
  • Folklore magic is sanctioned by the church and the Society (when used responsibly).
  • Magic' in play: alchemy, apothecary, astrology, folklore, (standard) sorcery, faith (Christian)
  • Sorcerers to have some leeway in which to operate in most Christian countries; they are constrained by their orders, local legal regulations and ordinary criminal treatments (murder and theft are still illegal even if they are accomplished by sorcery).
  • There are also religious regulations which can apply. As with everyone else in their society the sorcerers are expected to be Christians, and the church has its own views on how magic is to be used. In general sorcery that affects the will of others is frowned upon except in special cases to prevent an ongoing murder. Using fire magic in town is also not appreciated. Necromancy (that is, communicating with the spirits of the dead) is explicitly forbidden. Anyone convicted of necromancy can be put to death by the Inquisition, or local rulers acting in their stead (but it must be a canon trial conducted by inquisitors).
  • The Society of St. Simon Magus represents a strain of church esoterica that has always existed. In this history it was never suppressed. The disciples of Simon Magus are not a holy order, though they all claim to be Catholic. Simon Magus is seen as a Saint, and some esoteric lore holds that Simon Magus was Paul. The Cathars, Bogomils, Valentinians. Marcionites, Hermeticists, alchemists, NeoPlatonists and gnostics were all members of this tradition. They managed to maintain a presence in many churches and gained major influence in southern France.
    • The Society is not a religious brotherhood, though it teaches theosophy and its members take ordinary religious services. Their distinct religious teachings are often propagated by priests in diocese where they are influential, much to the horror of the Celcites, those who call for the excommunication of the Simonians and those who hold to their philosophies. Some princes are Celcites themselves, and practice the prosecution of Simonian brothers. The Church of England burns men and women for the practice of sorcery, and the SSSM is banned there, as are their ideas.
    • Would-be brothers of the Society must first spend time being apprenticed in the arcane arts - folklore, alchemy, astrology. Those who are Gifted will be discerned and taken into further courses where they will be examined for faults and trained for sorcery.
      Those who pass through the apprenticeship, learn the tenets of  become Lay Brothers, gaining access to its members and libraries in exchange for some service or donation to the Society. Alchemy, apocathery, medical and scientific lore can be found through these connections, just as with the colleges of law and religion operated by church members.
    • Because of its specific regulations the Catholic hierarchy has forbidden priests from becoming any more than Lay Brothers. If a priest discovers he has the Gift he must resign his position to join the Society. Many priests are involved with the Society nonetheless, and influenced by its u

Fantasy Elements
  • The woods and mountains are deeper, wilder and occasional 'mythical' beasts dwell within them.
  • Beowulf is historical

Thursday, November 15, 2018

Historical Faketion

Most historical fiction is a young adult novel featuring a modern Euro-American (complete with their ideology) disguised in togas. Most popular history (those 200 page books claiming to be History of Rome, anything on the History Channel) is little better. Using classical sources and outdated rehashes of these (such as Mommsen in the case of Rome) they produce nothing of value, but instead fill thousands of books from cover to cover with ancient myths, physical impossibilities, misunderstandings, etc. Some of these errors are original to their sources - Plutarch, Polybius and Livy are propagandists and moralizers first, story-tellers second and historians a distant third. Many of their anecdotes and claims on various persons and events have been shown to be physically impossible, inconsistent with far more prosaic source documents (and thus less likely to be altered for political reasons), and can be shown to be common morality plays and stereotypes projected onto historical characters, like the stock character traits present in the dreary garbage produced on television today. When they are not directly contradicted by better sources, anachronistic or errors they are often of dubious factuality.

The reality is that we know very little about ancient history, though what we do know confounds many of the writings and interpretations from Plutarch and Mommsen. There has been centuries of comparative historical analysis, new texts, archeological findings, and detailed analysis based on climate, geography, logistics, etc. by modern historians. This is, generally, totally ignored by the pop historians. Much of the data you see on a History Channel show is entirely exploded as ancient propaganda and medieval misunderstandings, but even if it weren't it's plagiarized from authors who are hundreds or thousands of years out of date who simply did not have access to modern findings or comparisons from the records of neighboring regions, etc. Virgil's histories are no more history than the Bible, any relationship to actual events is accidental to his main purpose of projecting Augustus as the heir of Romulus.

These doggerel bards of fake history either are not aware of or simply do not care about the variant findings, assessments, and controversies in history that you will find in any competent academic treatment. Their compilation of exploded theories, their reliance on authors who did not even understand the context of their subjects, etc. shows and could easily be remedied by bothering to pick up an Oxford or Cambridge companion to the appropriate subject. As it is what they are writing is fiction, not history.

For an excellent blog post dealing with obsolete historians and classical sources, see Lazy historians and their ancient sources over at Vridar.