Sunday, August 18, 2013

Religions, Beliefs, Cults, and Orders of the Olde Realm and Their Granted Powers UPDATE Part II

Religions, Beliefs, Cults, and Orders
of the Olde Realm
and
Their Granted Powers

For game purposes each power IS a skill at 0%. If it has a number such as x2 or more the ability cost 2 times more to study or gain experience in. Either in belief or training one has leaned to harness these powers. Unlike many RPGs many of these powers are not as flashy and are low powered but not all. Most religions will guard their secrets from the masses and only do spells or miracles for their OWN masses. Religions and Secret Orders will KILL to protect their secret holy books that grant one powers. One cannot just take a religious book and begin casting spells or miracles. One must be a believer. It seems that the gods blindly grant their followers powers no matter how their religion is presented. Even if their Priest are not following the tenants. Most of these powers must be done within the Cathedrals or Churches in order to work BUT some can be done anywhere such as the terrible powers of the Wizards of the Eight Elements! Some powers have a multiplier and are not simple and easy to do as others.



Orthodox (Orthanio Doxia) Holy Avatarian Church

Most priest, nuns, and other clergymen have these said powers.

Heal Thy Wounds- By doing a long prayer of around 30 minutes or more to heal another. The priest must lay his hands upon the wounded. The amount healed is equal to the roll.

Banish the Evil- By praying and chanting a priest may roll his skill and if it succeeds AND is higher than the evil creature's will it flees.

Visions from Holy Above- One prays for many hours and receives a vision. x3

Feed the Hungry- One prays and takes a small amount of food and begins to break it. The roll is equal to the amount of people fed.

Water to Wine- One may pray over water and change it to wine. He may change as many ounces as his roll as long as it does not fail.





Protectors of the Church the Holy Templar

The holy order of Knights have these said abilities and some have the abilites of the priesthood as well.

Lower Order”

Proclaim Alarm and Wakefulness- One makes himself very alert and full of divine shout IF he succeeds in his roll. The difficulty is the roll as one sneaking must roll to succeed and roll higher than the Templar's result.

Circle Against Evil- A circle of salt or chalk is made and then a successful roll is the difficulty of the will of the evil creature.

Bind Ye- One is bound to the ground and paralyzed upon the word of this priest versus Might.

The Moderate Order”

Banish Magic and Evil- By praying and chanting a priest may roll his skill and if it succeeds AND is higher than the evil creature's will it flees. x2

Reverse Ye Magic- Any magic cast can be reversed by a successful roll and if the roll is higher than the Priest. x2

Shield of Faith- One is protected by a glowing shield of faith that has hit points equal to a successful roll. x2

The Exorcist Order”

Dimensional Prison- One is put into a prison upon a successful roll against one's will. x4
Remove Curse- A curse is removed upon a successful roll that beats the curse. x3













Protestants or Unorthodox Church
(that does not recognize the Holy Church yet still have powers)


Healing by Laying on of Hands- By doing a long prayer of around 30 minutes or more to heal another. The priest must lay his hands upon the wounded. The amount healed is equal to the roll.

Speaking in Divers of Tongues- One may speak in a sacred tongue that is understood by all on a successful roll for the result in minutes.

Banish (demons and cause evil ones to flee by faith)- By praying and chanting a priest may roll his skill and if it succeeds AND is higher than the evil creature's will it flees. x2

Discernment of one's Spirit- Upon a successful roll one can discern the spirit of a another if good or evil versus the Will. x3



Knostics
(worse Heretics that are far more blasphemous that the Protestants yet still have powers)

Knosis- One may upon a successful roll know things unknown. In some cases it may replace Action in combat if higher. x2

Healing- By doing a long prayer of around 30 minutes or more to heal another. The priest must lay his hands upon the wounded. The amount healed is equal to the roll.

Banish- By praying and chanting a priest may roll his skill and if it succeeds AND is higher than the evil creature's will it flees.

Visions- One prays for many hours and receives a vision. x3







Knostics: Minders


Book of Superstitions” The Avatar was a Spirit Only
Superstition – One may see signs and omens that tell the will of the creator. Yet all these signs are obscure x2
Charm – One may try and roll greater than the Will of the victim yet still succeed in the roll. x2
Friends – A charm but far more longer lasting. x2
Hypnotize – As charm and friends but far more sever as the victim will only do as told. x3
Sleep – One uses the power of the Knosis and puts another to sleep against their will. x3

Book of the Inner Mind of the Princess of the Avatar” The Wife of the Avatar, Mara
Group Sleep – One puts everyone in an area of thine will in feet asleep least they roll will higher than the roll. x4
Charm Animals – Animals become tame around this miracle worker versus their will. x3
Taunt – One becomes angry to the point of attacking the taunter no matter the danger. x3
Forget – One simply forgets what is asked of them against their will. x4
Fear – One is made very sore afraid against their will. They run for as many rounds failed. x2
Weak – One is made weak against might and their Might is reduced by the amount failed. x4

Book of Joy and Hate” Book of the Daughter of the Avatar Tamara
Laughter – One laughs and is full of joy against will and wishes only peace and joy. x2
Stupidity – One is filled with stupidity against their will and all mental skills are reduced by the failed amount. x3
Dropsy – Ones Action is reduced by the failed amount. x2
Mass Suggestion – Many are told what to think and how to think against their will. x4
Bind – One is struck blind against their stamina. x4











Pagan Religions

Gaiania and the Books of the White Witches

The Tome of Hearth and Home”
Food – One finds food near.
Circle – One makes a circle that keeps out demons and the undead if the roll is not a failure an greater than their will.
Banish – One can banish a spirit, demon, or undead if the roll is greater tan their will.
Visions – One can gain unclear visions of the future.
Heal – Can heal another equal to roll after a day of spellbinding.
Hand Fasting – Two are joined in marriage by the Goddess.
Fertility – A female is made fertile and will become pregnant after sex.

Tome of Love and Fey”
Midwife – This spell eases childbirth. x2
Love – One can be made to love another. Beware of this. x2
Shelter – Shelter is found near. X2
Fairyland Walker – A walk in the woods becomes a trip to the land of the fey. x2
Cure Poisons - A victim is cured of poisons in his system. x2

The Tome of Animals, Besoms, and Sight”
Animal Form – One can become an animal her size or smaller. It can be done to others as well. X3
Animal Friend – One can befriend animals on a successful roll that is greater than the animals Will.
Besome (Flying Broom) – One can enchant a broom for flying. x3
Thunder – A powerful boom of thunder knocks down all that fail a Stamina Save. x3
Trackless – One can walk and leave no tracks or trace. x3
Rider of Any Animal – If it can be rode the animal agrees to do so.
Seer – Greater visions of the future with more detail. x3

The Tome of the Wrath of Nature”
Living Thorns – One can summon thorns that torment and harass others. x4
Storm – A great storm arises. x4
Familiar Spirit – A familiar spirt is called for advice and companionship. x4
Summon Elemental – A very dangerous elemental is called to serve a task. x4
Grove – A sacred grove is formed. It cannot be found by non witches. x4

Neptrune
The Holy Book of the Oceans and Sea”
Storm Mind – One can know what a storm is to do and guide a ship accordingly.
Water Life – One can use the water to heal 1d10 damage in a 10 minute ritual.
Visions – One may stare into the water or into a jar of water to see unclear visions of the future.
Water Walk – One may walk across the water.

The Holy Book of Death and Ice”
Dehydrate x2 – A touch pulls water out of victim’s system for 2d10 damage!
Lighting Bolt x3 – A Lightning Bolt fires from the hands of the caster at 3d10 damage for Will in feet.
Ice Sword – A sword of ice is formed as strong as steel doing 1d10 damage. It melts away normally.

Khrome
The most rare of old Pagan books with priest only found in the farthest remote places, using a most dangerous form of magic.

The Forge of Iron and Fire “
Mold Steel x2 – One may mold metals into any shape desired.
Immunity to Fire x2 - One may ignore 10 points of fire damage.
Visions in Fire – One gains unclear visions in a great bonfire.
Armor x2 – One gains 10 points of protection to all areas for
Ignite Fire – One can ignite fires at a rage in feet rolled.

The Flame and Fire”
Walk Through Earth x3 – One can travel through the ground in feet rolled. The more solid the ground the slower one goes.
Stone Fly x3 – One can cause stones to fly at rolled range in feet causing up to 3d10 damage.
Stone Sight – One can throw stones and get an unclear vision of the future.
Fire Arrow x2 – One can cast an arrow of fire at 2d10 damage in Will in feet range.
Flame Weapon x2 – One can form weapon of fire that do 2d10 damage.

The God of Fire”
Boulder x3 – One can roll boulders that do 3d10 damage.
Chasm x4 – Chasms open up in the ground up to 40 feet deep.
Immolation x4 – A great cloud of fire that engulfs up to four adjacent targets for 4d10 damage at Will range in feet.


Druir:
Belief in a Supreme God that is ALL of Nature. "The five things which every Druir should know - the number of the month, the age of the Moon, the height of the tides, the day of the week and the days of the feasts. The Druir have many tales to be known! Tales of violent and foolish deaths and how to avoid them. How to secret away others for elopements in secret. Gaining advantage in battles, sieges, and wars through strategy. Feast of the year that are sacred! Other worlds and dimensions! Voyages at sea and over land into dangerous forest!

SPELLS

Charm 1 – One may use spell versus victim's Will to become a friend with.
Divine through Birds 1
Divine through Clouds 1 – One may use the clouds to gain unclear visions of the future.
Divine through Fire 1 – One may stare into a fire to gain unclear visions of the future.
Fertility 1 – One may make another fertile for one day.
Funeral Rite so that soul may pass to next life 1
Glamor 1 – One may cause a minor illusion.
Hand Fasting 1 – One may marry another
Heal 1 – After allpying herbs and prayers for 10 minutes, one is healed of 1d10 damage
Madman's Wisp 1 – One may make others insane for a bit of time.
Sea Voyage 1 – Helps a sea voyage stay safe, though not guaranteed. It will be worse if there is someone who has offended the gods.
Seducing 1
Soothsayer through Runes 1 - One may roll to see if his skill in Runes tells a proper future.


Beguiling 2 – A greater form of the Charm
Berserk Madness 2 – Cause others to go made with berserk rage.
Call Ravens 2 – Call forth Ravens to do your bidding.
Contact Fey 2 – Contact any Fey within your area. Must have a flute of special preparation.
Entangle 2 – Vines and weeds entangle at lest two victims against their Might.
Mist 2 – Bring forth a Mist that obscures sight.
Ruin Enemy 2 – Enemy upon hearing great insults is disheartened and suffers great sadness and hopelessness.
Shape Shift 2 – One can become an animal. The higher the score the larger the animal but no larger than a bull.
Song of Joy 2 – Song makes everyone in area joyful no matter the situation.
Song of Sleep 2 – Makes victims drowsy and slowly fall asleep.
Song of Weeping 2 – Makes everyone in area sad no matter the situation.
Talisman 2 – Makes a charm that has magic bonus equal to roll that is used up until gone.

Advantage in Battles! 3 – Everyone gains +10% to all skills in battle as long as the caster is holding a banner upon high.
Advisers to KINGS! 3 – One can give advice to kings and leaders with information from the spirits.
Call Owls 3 – Call a flock of owls to do your bidding.
Drink of Forgetfulness 3 – Mix some herbs that cause one to forget all.
Entrails of Future Telling 3 – Must kill a victim and use entrails to tell a fairly accurate vision of the future.
Judgment 3 – The spirits let the caster tell whom is right and correct when a time of judgment is needed. Woe to those who do not heed.
Quake 3 – A quake is called upon an area after ten days of uninterrupted prayer.
Storm 3 – A great storm is called upon the land after five days of prayer.
Wicker Man 3 – A great wicker man is built and animals and pure victims are put inside and burnt alive in sacrifice to ensure a good crop, healthy animals and fertility for the next year.

Metamorphosis 4 – One may change into an avatar of nature's fury. All physical attributes become 100 and bark and wood give an armor of 20 for as many rounds as the successful roll.
Rain Blood and Fire 4 – A great storm of death falls upon the land. One takes 4d10 per minute outside fully exposed. Taking cover reduces or eliminates the storm.
Snow Storms 4 – A great blizzard falls upon the lands! As above
Tidal Wave 4 – A Tidal Wave destroys the coastal areas. As above
Wild Hunt 4 – The Wild Hunt descends upon victims and they are carried off to dark parts of the fey.



Fraternal Orders

Seers

Detect Magic – One may defect magical forces and the power of the force.
Astral Sight – One may see auras and into the spiritual realm.
Know Heart – One may know the emotions of another.
Precognition x2– Works much like intuition but with slight glimpses of what is to come.
Scry – May use a crystal ball to see what is to come in unclear visions.
Divination – May use cards, books, stones, or runes to divinate some messages.
Clairvoyance – One can see objects or events that are beyond normal perceptions.
Clairaudience – One can hear events and sounds that are beyond normal hearing.
Visions – Very unclear and obsucre visions of the future.
Psychometry – One may touch an object and gain insights.

Followers of Kain
Fiddle with Mind
Auric Show
Compulsion x2
Domination x3

Cults

Supernal


10th Sephir “
Discriminate
Geomancy
Heal Self
Contact Elemental
Sandon/Akim

9th Sephir”
Calm Fear Self
Dream Walk
Wealth
Gabiel/Cherubium

8th Sephir”
Communication from Afar
Greater Discrimination
Pyromancy
Wrath
Hanel/Lohim

7th Sephir”
Arts
Sexual
Friendship
Illusions
Mikel/Benhim

6th Sephir”
Heal Others
Regenerate
Necromancy
Rapel/Malchim

5th Sephir”
Lay Waste to Buildings
Enemy Information
Judgment of the Almighty
Evil Eye
Tailsman
Kamel/Serphim

4th Sephir”
Money
Travel to Astral Realms
Tame Wild Beast
Zadkel/Chasma

3rd Sephir”
Mother
Live Long
Love Philters
Invisibility
Prophecy
Clairvoyance
Tzaphakel/Arailm

2nd Sephir”
Father
Enchantments
Razel/Auphim

1st Sephir”
Wish
Divination
Heal Completely
Metron/Chariltsos

01-20 Low 10
21-35 Average 25
36-50 Skilled 45
51-75 Expert 65
76-00 Master 85

Gypsy Book of Fortune Telling and MagicXXXXXXXXXX

Mage Orders

Sage Orders

Bardos Orders

Saturday, August 17, 2013

Sounds of the Olde Realm

Sounds that inspire the Olde Realm.

The "Woodes" have woeful songs.

Such a wonderful set of song and sound!

And some more!





Have a wonderful time listing to these!

































Friday, August 16, 2013

Backgrounds and Occupations in the Olde Realm


Backgrounds and Occupations in the Olde Realm
SO here are 140 occupations, classes, or whatever you want to call them. So in a Swordpunk Gothic Fantasy World what am I missing?
  1. Acolyte -
  2. Acrobat -
  3. Actor -
  4. Agitator-
  5. Alchemist -
  6. Animal Handler-
  7. Animal Trainer -
  8. Appraiser -
  9. Apprentice -
  10. Artificer -
  11. Artisan -
  12. Assassin-
  13. Bandit-
  14. Bardos -
  15. Bartender -
  16. Bastard-

  17. Beggar-
  18. Bishop -
  19. Boatman -
  20. Body Guard -
  21. Bounty Hunter -
  22. Bowman -
  23. Burglar-
  24. Captain -
  25. Charlatan-
  26. Choir Boy/Girl -
  27. City Poor-
  28. Clerk -
  29. Comedian -
  30. Common m/f -
  31. Concubine -
  32. Conman-
  33. Courtesan -
  34. Craftsman -
  35. Crossbowman -
  36. Dancer -
  37. Diplomat -
  38. Doctor -
  39. Druir -
  40. Drunk-
  41. Engineer -
  42. Explorer -
  43. Falconer -
  44. Farmer -
  45. Fence-
  46. Fisherman -
  47. Footman, Heavy -
  48. Footman, Light -
  49. Footman, Medium -
  50. Forger-
  51. Former Noble-
  52. Fortune Teller-
  53. Freak-
  54. Freelance -
  55. Gambler-
  56. Gamekeeper-
  57. Gang Member -
  58. Gossip-
  59. Guild master -
  60. Gunman -
  61. Gypsy -
  62. Healer -
  63. Herald -
  64. Herbalist-
  65. Heretic -
  66. Horseman, Archer -
  67. Horseman, Heavy -
  68. Horseman, Light -
  69. Horseman, Medium -
  70. Hunter-
  71. Investigator -
  72. Jailer-
  73. Knight -
  74. Laborer-
  75. Lady -
  76. Lawyer -
  77. Linguist -
  78. Madame-
  79. Mage -
  80. Mage Apprentice -
  81. Maiden -
  82. Marine -
  83. Mechanist -
  84. Merchant -
  85. Midwife -
  86. Minstrel -
  87. Monk -
  88. Musician -
  89. Navigator -
  90. Noble Lord -
  91. Noble’s Son -
  92. Nun -
  93. Orphan-
  94. Outlaw-
  95. Pagan-
  96. Page -
  97. Peasant -
  98. Peddler-
  99. Pick Pocket -
  100. Pimp-
  101. Pirate -
  102. Pirate Captain -
  103. Pit Fighter -
  104. Priest -
  105. Professor -
  106. Ranger-
  107. Rat catcher-
  108. Sage -
  109. Sailor -
  110. Scholar -
  111. Scout-
  112. Seer -
  113. Serf -
  114. Servant -
  115. Shepherd-
  116. Singer -
  117. Smuggler-
  118. Spy-
  119. Squire -
  120. Stevedore-
  121. Storyteller -
  122. Street Guide-
  123. Street Performer -
  124. Strong Man -
  125. Student -
  126. Swordsman -
  127. Taxman -
  128. Teacher -
  129. Teamster -
  130. Thug-
  131. Tinkerer -
  132. Town Guard -
  133. Trader -
  134. Warrior/Barbarian -
  135. Weaponsmith -
  136. Wench-
  137. Whore-
  138. Wilderness Folk-
  139. Witch Hunter -
  140. Woodcutter-

More Images
























Sunday, August 11, 2013

Update on the Action Attribute.

During a play test last night it was evident that the balanced approach to the Actions per round are broken.  

So broken they shut down the game. SO I am going back to the old version of action with more realism added. The story here is don't fight someone until you know how fast they are and their skill level. A fair fight against a highly skilled and fast opponent will get you killed. 
This version 2.0 is going to be more of a hard role playing fantasy sim where death is around every corner IF you decide to use violence to solve your problems. IN a barbaric world people are far or polite and thoughtful before they act.  

This game was originally written during a time of great dissatisfaction with 2nd Edition AD&D and the lack of any more Warhammer Fantasy Role Play. SO I made my own game and people not only loved it, it had a cult flowing for 12 years. 

The major question is CAN I translate those experiences into a set of rules that OTHERS can play?  

Here is the update to the Action skill/attribute.

Action-This is you speed, coordination, and dexterity. Example specialties climbing, acrobatics, running, combat speed (Initiative) etc. etc. This number is VERY important, as it is the number used to determine who goes first in close combat! If you are of average speed the only way to attack first is to sneak up on the quicker person or attack him/her from a distance.
Attacks per Round.
01-20 Low 10 x1/2
21-45 Average 25 x1
46-55 Skilled 50 x2
56-65 Very Skilled 60 x2
66-75 Extremely Skilled 70 x3
76-85 Expert 80 x3
86-95 Master 90 x4
96-00 Grand Master 100 x4 (+1 every additional 25)

For example Kora has a 90 action. Divide by four this would equal 22.5 rounded to 23. Her attacks would be at 90/69/46/23. She can attack three times before a normal person can act. Thrice before the normal person of 25% can even defend. A normal person attacking Kora gets attacked three times and then may be able to parry the fourth as it is within 20 points of their action. One may move in feet the fraction of their initiative and attack in one round. For example Kora can move 23 feet and attack someone, move another 23 feet attack someone, another 23 feet and attack another, and lastly another 23 feet and attack another. A normal person can move 25 feet and attack once. Thule has a 46 Action. He can attack twice in a round. 46 and 23. If you parry you take away your fastest attack. You can see if someone hit or not before you choose to parry. Some may not even be able to parry if the attacker is too fast as in if the attack is not within 20 points. You skip your place in initiative to ready yourself for any attack that is lower that your count. One whom is far faster sees what is going on as in the intent of an attack and can react before they are hit. Don't fight people and monsters more powerful than you, or at least fairly.