RnR Test Campaign: The Ruins of Zuras

Game Master DarkLightHitomi

A test play game for Roads and Ruins.

A ragtag group of adventures discover the legendary city of Zuras.


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Anybody still around? Only two have posted in game, and I havent heard from anyone else.

Those who are in the game, please continue, I will add the others as they are ready.

I will post some spells next as examples, depending on how soon I get finished tommorrow.


Sorry I havent got spell examples yet, had some extra stuff to do. Though I am wondering where everyone went.

If no one wants to continue that is fine, though I would appreciate some feedback at least.


Male Ifrit Paladin 1

Telthes will continue on if others are.

Lantern Lodge

M Human Intellectual Fighter 2, Scientist 1

XD

I was begining to think I had been abandoned. I admit to not being the best of GMs, so if Im not doing very well, let me know.


I'm here, I was just silently stalking for updates =)


Well here they come. I've been slammed recently and my guard post got moved to an hour away so I can still do small posts but big posts will generally come on sat, mon, or wed. However luckily tonight the client called us off so I have an unexpected day off. :)

Magic
Spells have two costs. The more complex a spell the higher it's casting DC, the more power a spell takes the higher it's fatigue score. Once you have selected all the elements of the spell, you take the highest DC of the selected elements and add +2 for each additional element beyond the first of each type, or a +4 for additional Effect elements.

Spell elements Those familiar with monty cook's WoD will find this similar to his magic system
Every spell has at least four elements; target, range, duration, and effect.

-Target covers the targets or area affected by the spell.

-Range is how far you can place the origin of the spell. The origin of the spell is the spot from which effects originate. For emenations and spreads (like fireball) the final effect can expand beyond the range as long as the origin is within range, i.e. I selected medium range which is 40' for my character and I cast a fireball with a 20' radius centered 35' away. The farthest edge of fireball would be 55' away. However if I had centered a consecrate spell centered 35'away with a 20' radius, it would not expand beyond that 40' line because it's effects emenate from the entire area

-Duration, for this game is only concentration and instaneous, however I will complete the table in blue so you can see it and if desired use it for more DnDesque magic.

-Effect is of course the special effects of the spell. These are broken into schools and sometimes into catagories. Any number of effects can be tied together from the same school/catagory, but crossing effects from multiple catagories of the same school can only have one effect from each catagory (improvable with feats), crossing effects from differing schools can not be done without the Multischool Spell ability.

Entries of the following table that have a cost of $ +cost, are stackable elements, pay the cost as many times as desired, a stack as such is counted as a single element, however each purchase applies only once i.e. I will cast a double wall spell, I can buy two walls incurring the +2 extra to DC, hen I can buy +5' segments for my walls however each segment I buy only applies only to one of my two walls. If I want both walls to be 10' longer, I will have to buy four +5' segments, but I still only incur a +2 DC. I use the word buy cause I am still figuring out how to better phrase it during spell building.


Costs that increase the casting DC are called complexity and are symbolized by "c" and costs that increase the fatigue cost are called power and symbolized by "p."

Not all elements cost both c and p.

Zones, area spells affect a number of zones. Each zone has a radius equal to your aura score in feet, if playing on a grid, round down. The space of origin counts as the first space, so a 10' sphere counts the center space, then out one for a single ring of spaces around the origin space. In the case of emenations, the standard DC save against your spell (the one rolled by targets) applies to the outer most zone, each zone closer to the origin from the outermost zone gains a +2 to the save DC.

Sonic based effects, both natural and otherwise, go one zone farther without cost, but are usually easier to resist. it is my intent to make each damage type unique in some fashion. For sonic, the idea is to be penetrating and long ranged, but weak compared to other types. I will post the damage types together for direct comparison later.

Target
6c
-Affects the caster.

8c 1p
-Affects one target. $+1p -Affects one additional target.
If no area is selected then each target must be touched.

6c 1p
-One ray of effect.

10c 1p
-Affects one target selected with a ranged touch attack.
The difference between the last two is that the latter has an effect on an entire target, while the former has the effect itself as the ray. I.e. a ray of fire is the former, while baleful polymorph at range is the latter.

8c 4p
-Affects a sphere of one zone. $ +4p -affects an additional zone.
you may "flatten" a sphere of two or more zones by reducing the number of zones on one axis to increase the zones on another axis, one for one. However the DC bonus for inner zones applies based on the nearest outer zone.

10c 2p
- Affects a 60° cone of one zone. $ +2p -Affects one additional zone.

8c 2p
-Affects a line of one zone long and 5' wide. $ +2p Affects an additional zone.
You may cut the length in half to double the width. This doubling applies either horizontally or vertically for each cut.

12c 1p -Affects a flat 5' by 5' section. $ +1p (+0c for simple flat shapes, like a line or square, +1c for moderately complex, 3d shapes like boxes, +2c for complex, or non geometrical shapes. Apply this cost once per four sections.) All sections must be touching at least one other section. - Add another section.


Range
4c -Touch, line of effect
6c -Close, line of sight.
6c 1p -Medium $ +1p -one additional range increment. Line of sight.
10c 1p -Upgrade line of sight to line of effect, blind attack, roll to hit target. For area effects use thrown drift rules, moderate drift, for ranged touch attacks, take a penalty die to your atk roll, starting at a -d1, increase the die size for each range increment.
12c 1p -Upgrade line of sight to line of effect useing a divination or similar to perceive the target. Add the perception penalties to the complexity.
16c 4p -Synechdochal link up to aura die in miles. $ +1p increase range by one mile.
Such links work only on organic things and requires a piece that would hold genetic material. The magic however can tell the originating individual even against a clone or identical twin, however, it can still be used against related individuals with a +2c per step removed. (Useing a girls hair against the mother or sister would be 18c, while it would be 20c against the grandmother or aunt.)


Duration
8c -Concentration
6c -Instantaneous

Not used in this campaign,
10c 1p - one round $ +1p per round.
12c 2p - one minute $ +2p per minute.
14c 3p - ten minutes $ +3p per ten minutes.
16c 4p - half hour $ +4p per half hour.
20c 8p - one day, $ +8p per day.
35c 40p - permanent. Food must be made permanent to be sustaining (this doesnt apply to current campaign)


Effects
There is a lot that belongs in this section so here is just the basics.

Different schools have different costs.
Abjuration 12c 3p
-Illusions 14c 3p
Conjuration 10c 3p
Divination 12c 1p
Evocation 8c 5p
Necromancy 16c 2p
Transmutation 10c 2p

Enchantment 14c 2p (not part of this campaign)

Specialty schools, these build on knowledge of two or more schools of magic. You must meet the requirements to learn one of these schools and then train it independantly.

Shadow; d6 illusion, d4 conjuration; 14c 4p
this is semi real illusions, they are illusions that have enough real substance to actually effect the world and even hurt people or things though generally not as much as something completely real. There is nothing more then a tiny amount of fine dust when these spells end.

Teleportation; d4 divination, d6 conjuration, d8 evocation; 18c 5p
these spells are about teleporting of course.

Binding; d8 necromancy, d6 abjuration, d6 conjuration; 22c 3p
this school is all about binding spirits to objects.

Note; specialty schools were my solution to simplify spells requiring multiple schools. I came up this solution a couple days ago which is why I hadnt mentioned them previously.

Effect catagories, this is the type of effect being done, these will modify the base cost of the school.

Creation, +5p and twenty minutes per lb of material, complexity cost depends on the complexity of the material to be made. simple and pure substances 10c, mixes (multiple pure substances in the same volume but not chemically bound) 12c, alloys 16c for two elements +3 for each additional element in the alloy, large and complex molecular compounds such as dna, proteins, viruses, etc 28c or more.

Uncreation, -3p and fifteen minutes per lb of material, +16c

Enhance/reduce, +4p 14c enhance alreay existing things, make a fabric weave denser for example.

Shape, 1p complexity cost based on comllexity of change, simple changes are only 4-10c while larger changes are generally equal to the craft check to craft the final form.


Male Ifrit Paladin 1

Going to have to sit down later and look at that in more detail but the premise seems solid.


Sorry for my absence, Ive been having connectivity issues (still do actually) and I had lots of extra work.

In any case, no one has been posting so this kinda dropped in priority until activity picks up.

I will review everything posted after work, and pick up where I left off.

I did however have an idea. The new star wars eote game has not success/fail in their rolls but also advantages/disadvantages. I thought this was cool as they were seperate but still part of one roll (seperate in that you could fail but gain advantage or vice versa)

I finally figured out how to add that without useing special dice, basically the luck die would grant diadvantage on a 1 or advantage on a 12. What do you think of this? Not just the idea itself, but also whether it fits the game.

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