Wednesday, 9 January 2013

Hiruma Scout school


Hiruma Scout

Moves:

Rank 1: The Bounty of the Land. When in wilderness areas, you do not need to consume any rations – you will always find some form of sustenance, even in the harshest circumstances. You also have an unerring sense of direction, even in the Shadowlands.

Rank 2: The Eagles sees All. When you observe an enemy’s position, you can Read a Person in the enemy camp, and when you act on the MC’s answers, you take +1 forward against that person.

Rank 3: The Land Protects. When you Fight in the wilderness, you use the terrain to your advantage, dodging behind rocks, using trees as cover, picking slippery or rough ground that inconveniences your opponent. Count yourself having an extra +1 Armor because of these advantages.

Rank 4: One with the Land. When in wilderness areas, as long as you have some form of cover or camouflage and you do not move, you cannot be seen.

Rank 5: Hidden Strike. When you attack from hiding (such as when using the One with the Land move above), your attack is treated as a roll of 12+, and you ignore any armor your opponent is wearing. You can then make a Defy Danger roll to escape back into hiding.

Scout Improvements:

___ Get +1 Bold (max Bold +2)
___ Get +1 Strong (max Strong +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Scout Move
___ Get a new Scout Move
___ Get a Move from another Archetype

Hiruma Scout Improvements:

___ Get +1 Strong (max Strong +2)
___ Get +1 Bold (max Bold +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move
___ Get a new Hiruma Scout Move

Starting stats
1 Strong +2, Bold 0, Elegant -1, Sagacious +2, Blessed -1
2 Strong +1, Bold +1, Elegant -1, Sagacious +2, Blessed 0
3 Strong +1, Bold 0, Elegant 0, Sagacious +2, Blessed 0
4 Strong +1, Bold +2, Elegant -2, Sagacious +2, Blessed -1

Kitsuki Investigator school


Kitsuki Investigator

Rank 1: The Kitsuki Method. When investigating a scene, take a +1 to Read the Situation.

Rank 2: Tell-Tale Signs of Deception. When you successfully Read a Person, you always ask if the person is telling the truth without spending a hold.

Rank 3: The Mind Recreates the Scene. Once per session, you can ask your MC “what happened here?” and he or she will tell you. You probably won’t be able to tell you murdered the Daimyo, but you will be able to discern how it was done, and might pick up clues as to who could have done so.

Rank 4: Trace the Path. You can uncover networks of alliances or feuds. When you Read a Person, you can ask “who is this person’s ally / enemy?” and the MC will give you the name of one such individual that the person is connected to through alliance or enmity. Each additional  hold you spend will give you the name and nature of the relationship with another person, and whether they also have a relationship of some sort. For example, you read Doji Ichiro and spend 3 hold to discern that he is an ally of Hida Koro, Matsu Tenku and an enemy of  Bayushi Aiko, and that Koro and Tenku are also allies, and that both are also enemies of Aiko – could the three allies be part of some Rokugan-wide conspiracy? And why is Aiko their enemy?

Rank 5: Tear Away the Veil. When you Read a Person and they attempt to lie to you, not only do you immediately spot it, but you can cut through their bluster and force them to admit their role in a crime they have been involved in (if they are truly innocent, you will discover this). In addition, if someone you have met before is disguised in your presence, you see through their disguise immediately as their insignificant mannerisms give them away.

Magistrate Improvements:

___ Get +1 Elegant (max Elegant +2)
___ Get +1 Bold (max Bold +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Magistrate Move
___ Get a new Magistrate Move
___ Get a Move from another Archetype


Kitsuki Investigator Improvements:

___ Get +1 Elegant (max Elegant +2)
___ Get +1 Blessed (max Blessed +2)
___ Get +1 Sagacious (max Sagacious +3)
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move
___ Get a new Kitsuki Magistrate Move


Starting stats:

1 Strong -1, Bold -1, Elegant 0,  Sagacious +2, Blessed +2
2 Strong -2, Bold +1, Elegant +1, Sagacious +2, Blessed +1
3 Strong -1, Bold 0, Elegant +1, Sagacious +2, Blessed +1
4 Strong -2, Bold 0, Elegant 0, Sagacious +2, Blessed +2

Tuesday, 8 January 2013

Some AW / L5R archetypes


Scout

A good scout is never surprised: When you Defy Danger in rural areas, roll+Sagacious instead of roll+Bold.

Pass without trace: When you hide in rural areas, or cover your tracks to evade pursuers, take +1 to your Defy Danger roll.

Observe the enemy's position: When you Read the Situation while observing your enemies, and act on the MC's answers, take +2 rather than +1.

Follow the path: When you track, hunt of follow the trail of someone who has gone before you - whether animal prey, your enemy, or in search of a lost comrade - roll+Sagacious. On a 7+, you follow their trail until some major obstacle blocks you - perhaps the trail suddenly ends, or the party being tracked arrives at a city, or a river blocks your path. On a 10+, your MC will tell you what happened here (eg they boarded a boat; someone was waiting here with horses, they split up and two went one way, while three went the other way). In either case, make another roll to continue tracking if circumstances allow.


Ninja   

Concealment is second nature: When you hide yourself from sight, take +1 to your Defy Danger roll.

Poison!: You start with 1D3 doses of any of the following poisons, and when you have a spare few hours, and the right ingredients, you can make another 1D3 doses of a particular poison. Each dose, when administered, causes the following effect:

  • Dripping Poison: Trickled down a thread into the mouth of a sleeping enemy, this poison causes 2 harm (ap) and affects the person with a -1 to Strong for the next 24 hours.
  • Fire Biter: When added to a weapon, wounds caused by it always generate terrible harm. This can be in addition to the terrible harm which you may choose on a good Fight roll.
  • Night Milk: When ingested, this poison causes deep sleep within ten minutes, and lasts for 6 hours or until the person afflicted is roused with vigor.

Acrobatic Strike: When you Fight, roll+Bold rather than roll+Strong.

Ghost in the Night: When you need to get away, roll+Sagacious and name your escape route. On a 10+, you get there unscathed. On a 7+, you get there but not without cost - you leave something behind, take a 2 harm wound or give away your identity (your MC will tell you which).


Magistrate

Magistrate's Papers: When acting in an official capacity in an investigation, take a +1 to Read a person.

Ongoing Investigations: When you act on the MC's answers after Reading a situation or Reading a person, take +2 rather than +1.

Do you know who I am?: When using your official position to Threaten, roll+Sagacious rather than roll+Strong.

At your disposal: With rank comes perks: You start with Post with Aides. If you choose the Post with Aides move later, take +1 to your Aides rolls.


Artisan

Craft Object: You are skilled in creating a certain type of objects (weapons, armor, paintings, cabinets, buildings etc). Each session, roll+Elegant. On a 7+ you create a nice looking usable object of the type you specialize in. On a 10+ you create a masterpiece that can be sold for 1 wealth above its normal value.

Patron: You have a patron who allows you to concentrate on your art. Each session, you may choose whether to receive 1 wealth or 1 favor from him or her. 

A study in scarlet: When you closely observe an item of the type you specialize in, you can learn one thing about it - who made it, whether it has any peculiar properties, who it was made for, etc.

A dangerous flaw: When you observe an object of the type you specialize in for a short while, you may spot a flaw or weakness in its design. Take +1 forward when using this flaw or weak spot against your target. Examples: You note that the armor your enemy is wearing was a weak spot to the left of the chest - add +1 in your Fight roll against that opponent; You notice that the foundations of the building are sagging a little in a certain point; destroying that corner post will bring the entire building down on a successful roll+Strong move; The new vase that the Crane courtier is showing off dos not follow the proper color palette, point this out and take +1 in your next Negotiate at Court roll to cause them loss of face.


Sumei

Fists of Steel: When you fight unarmed or with small weapons, add +1 Harm.

I recognize your style, and can overcome it: When you Read a person after watching them Fight, take +2 forward when acting on what you learn rather than +1.

As tough as steel: When you Fight unarmored, you always count as having 1 armor.

Large and imposing: When you Threaten someone and use your size and build to do so, take +1.

Sunday, 30 December 2012

Dungeon Legend of the Five Ring Worlds

Thinking of another mash-up, putting together two of my favorite games, Dungeon World and Legend of the Five Rings. My current DW / HF PBP is stalled, and my face to face group is about half way through the campaign I'm running, so in the new year, I might do some work on running L5R using the DW rules.

Some parts will be easy to deal with - for stats, use Earth, Air, Fire, Water and Void. In place of races, use clans (or families), and for classes, use Bushi, Shugenja, Courtier, Monk etc at a basic level, or in a more specialized form, use eg Crane Duelist. It would a considerable amount of work though. Alternative paths could become advanced moves, and the advanced classes could be compendium classes.

It'll take quite a bit of work, but it looks promising.

Monday, 17 September 2012

Dungeon Frost Hell World Part Seventeen: A Map of the Known World

The Known World

This map shows the extent of the Known World. In the southwest is Alantaris Isle, with Aspiria and Chalcis above it. To the east from the Isle is the Magocracy, and further west are the Marklands. The areas under the ranges of mountains seen about 2/3 of the way up are the Hearthlands, the lands above them the Winterlands, and at the very top of the map can be seen the Ice Wall that defines the boundary of the Hellfrost.

The campaign will mainly take place in the Freelands, immediately beneath the Icebarrier mountains (the long chain on the east of the map), occasionally going into the Winterlands realm of Heligioland immediately to the north, and occasionally to the more centralized Marklands to the south and east.

A closer (though more blurry) look at the Freelands:

The Freelands
  
In the south-west of this map, you can see the Hearth Elven lands of Angarion, above them the semi-independent Angmark, and parts of Royalmark, Nordmark, Ostmark and at the very bottom, Vestmark (All are Saxa Marklands). Also in the south west is the tiny border state of Coglelund, an Anari realm that acts as a buffer state for the Magocracy, which is mostly off map to the south west. In the center of the Freelands are the Withered Lands, a realm inhabited by undead. To the north of the Icebarrier mountains is the Winterlands, from the west to the east depicting the Mistlands, Giant's Throne, Unclaimed Lands, Heligioland, the Cairn Lands, Barony of Cul and the Barony of Trond. To the north can be seen part of Seithrby. Two Dwarven cities, Karad Iarn and Karad Zor mark the western and eastern reaches of the mountain range. 

The towns and cities of the Freelands (and those of Heligioland to the north) are generally independent, mostly Saxa, but with an infusion of Anari. No centralized leader rules these realms, but they do form trading partnerships with each other. Within the Freelands are the headquarters of the Reliquary (The Citadel), the Sisterhood of Mercy (Sanctuary, the Sisterhood are a group of healers not affiliated with the Cult of Eira), and the Hearth Knights (Hellfrost Keep).

Dungeon Frost Hell World Part Sixteen: A Brief History

The devastation following the rise of the Hellfrost and the Ice Wall has caused many older records to be lost; in the Saxa lands, oral history was the norm, and the widespread destruction of the Saxa Marklands saw the deaths of many bards, who were tasked with keeping the history of the Saxa people alive. In the west, the destruction of Alantaris Isle and the libraries of the imperial capital left few written sources. As such, the early history of the world is fragmented and the dating given below is hazy at best.

@1100 years ago: The Convocation was founded.
@1000 years ago: The Anari Empire was founded.
@900 years ago: The Black Gate was unlocked by cultists and demons poured into the world.
@850 years ago: The Black Gate is locked and almost all the cultists are found and executed. Most of the demons let loose have been destroyed.
@800 years ago: Hela goes mad and opens the gates to the Underworld, allowing undead souls entrance into the world. Scaetha, a shieldmaiden to the gods, is promoted to major god when she takes over Hela's role and firmly shuts the gates.
@750 years ago: The Liche Lord in the north east rises to power and sends hordes of undead across the north towards the west.
@650 years ago: In the Hearthlands, the Anari subdue the last of the Saxa Marklands, under the pretext of defending them from the forces of the Liche Lord and to bring "civilization" to them.
@600 years ago: The armies of the Liche Lords are finally beaten, and the Liche Lord himself entombed in a secret location for the rest of time.
@550 years ago: Contact is lost with the northern realms of the Selari and others. Merchants and messengers do not return; eventually a scout manages to return, saying that the once fertile lands of the Selari kingdom are now an icy waste.
@500 years ago: The denizens of the Hellfrost, the icy waste that covers the old Selari kingdom, rampage southwards, their armies a mix of Frost Giants, Hellfrost Dragons, savage Vendahl warriors, ice Goblin foot soldiers and all manner of vile creatures led by the first of the Frostborn Hrimwisards. In their wake come severe blizzards, even in the spring.
@475 years ago: Contact is lost with the Dwarven city of Karad Khan, the greatest of all the Dwarven cities. The Anari Empire falls when a huge number of Hellfrost dragons utterly destroys the Imperial capital city on Alantaris Isle.
@450 years ago: The Saxa and Anari manage to fend off the Hellfrost hordes and begin to push them back. In the winter, massive blizzards descend that last for weeks on end; when they finally let up, a huge wall of ice has appeared to the north. Beyond it, the blizzards continue to whirl, and have not let up to this day. Each year since, the ice wall has crept forward slightly as winter begins earlier and lasts longer. The Saxa throw off their chains, freeing themselves from Anari rule as many Anari flee back to their own lands having heard of the devastation there.
@400 years ago: The Magocracy is founded as the inheritor to the Anari Empire.
@350 years ago: The Hearth Knights are founded.
@300 years ago: Hellfrost Keep is built, a massive structure that guards the main land route into the eastern Hearthlands from the Winterlands.
@250 years ago: Visitors find that the great Morenelion Forest, home to thousands of Taiga Elves, has become the Frozen Forest, and all its inhabitants killed. Some say that despite being dead, the elves there still walk their frozen homes...
@200 years ago: The Golem Uprising. Anari wizards have often used golems to carry out menial or back-breaking work. Over the space of one week, these golems turn on their masters, killing many before they are destroyed. A ban is made on the creation of golems, and all texts relating to their creation are destroyed too.
@60 years ago: Karad Marn is attacked by Orcs, and the Dwarves flee, returning with greater numbers to recapture their city. The siege continues to this day as the Dwarves and their allies battle to retake their home.
@50 years ago: Frost Giants and their armies from the Giant's Throne start raiding the local area.
@45 years ago: The Roadwardens are founded.
@30 years ago: Silverdale, one of the Saxa Marklands, is covered with mist which lifts once, revealing the realm to be completely deserted, before falling again, never to lift since. It becomes known as the Mistlands and is avoided.
@25 years ago: The Siphoning takes effect, affecting magic.
@23 years ago: The Raven Knights are founded.
@20 years ago: Orcs pour from the Mace Mountains and capture the southern half of Vestmark, renaming it Orcmark. Battle still rages between the remnants of Vestmark and the new Orcish realm.
@10 years ago: The Barony of Cul is founded, where the Frostborn can live in peace. Shortly afterwards, rumors spread that the Frostborn are treating their "normal" citizens in much the same way as the other realms treat Frostborn.

Dungeon Frost Hell World Part Fifteen: Magic

There are several types of magic in the world. Those available to players are outlined in several sections, including under the relevant Factions and Professions entries. This post gives a brief run-down of the types of magic available, some that are not available, and some effects such as the Hellfrost effect and the Siphoning.

Playable Magic

Clerical: Divine magic, granted by the gods. Use the DW rules for clerics, with notes found in the sections for Priests and Paladins in their Factions and Professions entry.

Druidical: Druidical magic is nature-based, and uses the excellent spell list created by a poster on the DW forum. See Old Order Druid for details in the Factions and Professions entries. Humans cannot practice the primal magic that goes into druidical magic, and some druids prefer to focus instead on shapeshifting.

Skaldic: Skaldic magic is song-magic, less powerful and narrower in focus than other types, but it still has its uses. See the Skald in the Factions and Professions entry for notes.

Heahwisardry: Also know as High Magic, this form uses the DW rules for wizards, with notes found in the section for High Wizards in the Factions and Professions entry.

Elementalism: A more primordial magic, elementalism has fewer spells, and most elementalists specialize in one or two elements, thus limiting their spell choices even more narrowly. It can be quite powerful, however, and is the most common form of magic practiced in the world. See the Factions and Professions entries for Convocationist and Unaffiliated Elementalists.

Rune Magic: Used entirely by Frost Dwarves, rune magic depends on having time to carve or draw runes on objects or walls, the ground etc, in order to take effect. It is usually very temporary, but skilled adherents to the art can sometimes make their runes permanent. See the entry for Rune Mages in the Factions and Professions post.

Non-Playable Magic

Hrimwisardry: Also known as Ice Magic, this is the magic used by the Frostborn sorcerers that accompany the Hellfrost hordes. It is often destructive, based on effects relating to ice, cold and snow, and its practitioners often find they face outraged and terrified mobs when they cast their spells in the civilized realms. Its effects are affected by the ambient temperature, and so as the Hellfrost creeps gradually closer, it becomes more powerful.

Solar Magic: Believed to be a dead art, solar magic was practiced by the Selari people, a dead kingdom now, and would have been perhaps the best defense against the Hellfrost. That the Selari were destroyed first by the Hellfrost hordes suggests that Thrym realized this and made them his first target, wiping them out before they could organize against his forces.

Necromancy: The Liche Lord and his followers were masters of this dark art, and with his imprisonment, the practice of this unholy magic has been thoroughly banned, its texts destroyed wherever they are found, and its practitioners put to death (and their corpses burnt). Still, within the shadows, a few necromancers are found...

The Hellfrost Effect

With the coming of the Hellfrost and decreased temperatures, some magic has been waning. The clerical spells of Sigel and Kenaz, and the elementalist Fire school are suffering the most, while Ice Magic is seeing its power increase. The following rules are in effect for these magics:

Hearthlands in Winter (now 4 months of the year) and Winterlands in the rest of the year: All the above named spells are cast at -1, except for hrimwisardy, which is cast at +1. All damage dice are reduced by a dice type (eg D8 becomes D6), with hrimwisardry spells increasing by a dice type.

Winterlands in winter (now 6 months of the year): All the above named spells are cast at -2, except for hrimwisardry, which is cast at +2. Damage dice are reduced or increased by 2 types (ie D8 becomes D4).

Hellfrost lands: All the above named spells are cast at -4, except for hrimwisardry, which is cast at +4. Damage dice are reduced or increased by 4 types.

In all the above cases, a D4 is reduced to D3, D2 and then 1 point of damage. Any further reduction causes no damage at all to be done.

The Siphoning

A more recent magical effect has been named the Siphoning. Sometimes when a wizard casts a spell, it takes more out of him than it previously did. Thus, whenever a mage casts a spell and rolls either a 7-9 or a natural 2, one of the following occurs:


  • You draw unwelcome attention to yourself or put yourself in a spot. The GM will tell you how.
  • The spell disturbs the fabric of reality as it is cast - take -1 ongoing to Cast a Spell until the next time you Prepare Spells or Commune.
  • After it is cast, the spell is forgotten. You cannot cast the spell again until you Prepare Spells or Commune.
  • All your ongoing spells are cancelled immediately (you can only choose this if you have ongoing spells active).
The last one is an addition to the normal rules. On a 7-9, you choose, on a natural 2, your GM chooses.