Showing posts with label Masks of Nyarlathotep. Show all posts
Showing posts with label Masks of Nyarlathotep. Show all posts

Sunday, 27 November 2011

Oriental OSRIC PC Race: Spirit Folk

Conversion Notes:
Added a fourth sub-group of Spirit Folk- the Mountain Spirit Folk character. Extensively revised the Sea Spirit Folk to make their power levels more comparable with other spirit folk – or rather, more powerful but usable less often. Added a +1 bonus to all dice rolls when in associated terrain. I'm considering expanding this bonus to all terrain that matches the associated terrain type rather than simply the particular geographic location to which the Spirit Folk's parent is linked. Comments on this idea greatly appreciated. Saving throw bonus' for sub-types that benefit from positive modifiers against two elemental types balanced by negative modifiers against a third element. Added Shukenja to list of permitted classes (doesn't make sense that a half-spirit can't commune with the spirits) and moved the Spirit Folks unlimited advancement class from Bushi to Shukenja.

Spirit Folk Characters:

Spirit folk are the product of a direct union between human and Kami, most often a minor Kami who watches over a small geographical area. This semi-divine heritage grants an unearthly beauty to Spirit Folk as well as something of an otherworldly air. Spirit-folk tender to be slender in appearance, possessed of graceful movements and pleasant voices. Both men and woman have sparse -if any- body hair, though the locks upon their heads are often silky and luxuriant. Many have unusual eye-colour or shape.

Kami tend to be attracted to humans of education and culture. Even when attracted to an individual of low birth, the Kami partner often takes a personal interest in improving the human partner's situation. Most Spirit Folk characters are therefore from relatively high status families. Most spirit-folk must balance dual-loyalties. Loyalty to their earthly family as well as to the divine hierarchy of their spirit ancestor. A spirit-folk character must decide for themselves which obligation carries the most weight, though it is generally felt by the Kami themselves that devotion to the spirit-family should be the character's primary interest. Fortunately, the Kami rarely call upon their mortal children to perform a service, yet when they do, these services invariably require a great deal of time, effort and dangerous activity on behalf of the spirit-folk character concerned.

Being half-spirit themselves, Spirit-folk are attuned to nature and the natural world, particularly the element and lands bound most closely to that of their spirit parent. All possess unusual powers derived from their ancestry.

Regardless of character class chosen, all Spirit Folk characters must generate a human family to which they belong. Even if not normally required to do so by the class chosen.

Common Racial Abilities:
  • 120ft Infra-vision
  • Treat all rolls on the Character birth table of less than 10 (Upper Middle Class) as 10.
  • Additional Racial Powers as per sub-type, below.

Languages: 

All spirit-folk characters, regardless of ancestor can speak the Common human language and the language of the Courtier. They gain additional languages by sub-type as listed in the individual entries below. They do not gain bonus languages for high intelligence.

Permitted Class Options:
Kami are attracted only to humans of relatively pure spirit, high social class, and cultured upbringing. Permitted classes include Samurai, Kensai, Bushi, Monk and Shukenja. If the optional non-human level limits are is use, a Spirit Folk character can advance to a maximum of 12th level as a Samurai, Unlimited level as a Shukenja, 9th level as a Kensei, 12th level as a Bushi and 12th level as a monk. If this optional rule is not in use then Spirit Folk characters have a 10% xp penalty.

Multi-class Restrictions: 
Due to their intrinsic ties to the spirits, Spirit Folk characters are able to gain the powers of a Shukenja relatively easily, without having to devote their life to such pursuits. Hence, Spirit Folk characters may multicass as Bushi/Shukenja, Samurai/Shukenja and Kensai/Shukenja, The aesthetic life of a monk does not lend itself well to multi-classing however. Spirit Folk Characters cannot multi-class as a Shukenja/Monk.

Movement Rate: 120ft

Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be one of the Spirit-Folk.
Strength: 6/18
Dexterity: 12/18
Constitution: 6/14
Intelligence: 12/18
Wisdom: 9/18
Charisma: 14/18

Bamboo Spirit-Folk Racial Abilities:
    Bamboo spirit folk are normally the children of a male human and a Bisan, a type of Kami similar to the Dryads of the Occident. They are closely tied to the Bamboo, Camphor, Teak or Mohogany  grove of their parent to the extent that their own health and well-being is entirely dependant on that of the grove itself.
  • 75% chance to identify normal plants and animals.
  • Pass Without Trace: When moving alone through wooded areas, the Bamboo Spirit-Folk leave no discernible trail and cannot be tracked by magical or mundane means. When travelling with a group that includes non Bamboo Spirit Folk, they reduce the likelihood of the party being successfully tracked by 20%.
  • Each time the Bamboo Spirit Folk goes up a level he can learn the language of another forest dwelling animal.
  • +1 saving throw bonus versus all effects related to the Elements of Wood or Earth, including plant-based poisons. However, the Bamboo Spirit Folk character is also slightly more vulnerable to Fire and has a -1 modifier to saving throws versus fire based effects.
  • Tree Grove: The Bamboo Folk character is tied spiritually and physically to the grove of his Kami parent. If the Bamboo Grove is damaged, the character looses a proportionate number of hit points. If the grove is destroyed, the character is killed instantly. If the grove is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character enters his grove for the first time each day, he is affected as though by a heal spell. Inside his grove, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies within the actual grove itself. Carrying a cutting from the grove or planting a sapling elsewhere counts as creating an entirely new grove and does not confer any benefits to the character.
  • The Bamboo spirit folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any forest or bamboo spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another Bamboo or forest spirit once per week per character level.

Mountain Spirit Folk:
Mountain Spirit Folk are often the product of a union between a human male and a Yuki-onno who has taken pity on a dying mountain traveller.
  • 75% chance to identify mountain plants and animals and natural subterranean animals.
  • Mountain Movement: The Mountain Spirit Folk character does not suffer movement penalties for moving through hilly, mountainous or broken terrain.
  • +1 bonus to all saving throws involving the element of earth, including plant based poisons.
  • Gains the ability to speak the language of subterranean animals such as moles and badgers.
  • Associated Mountain: The Mountain Spirit Folk character is tied spiritually and physically to the mountain inhabited and protected by his Kami parent. If the mountain is damaged or mined, the character looses a proportionate number of hit points. If the mountain is destroyed by a volcanic eruption or cataclysmic earthquake, so too is the character. If the mountain is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character ascends to the summit of his associated mountain for the first time each day, he is affected as though by a heal spell. While standing on his associated mountain, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies on the mountain itself. Soil carried away from the mountain or transported to a home or garden does not confer any benefits to the character.
  • The Mountain Spirit Folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any mountain spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another mountain spirit once per week per character level.

River Spirit Folk:
River spirit folk are associated with one particular river or other body of fresh water such as a stream or lake. Like other spirit-folk, their physical and spiritual health is tied to that of the water source itself. Such characters are often the children of a Numagozen who encounters a human with a close resemblance to her fallen husband.
  • 75% chance to identify fresh water plants and animals.
  • Swim: A River Spirit folk can swim 120ft per round and may breathe underwater without difficulty. All items in her possession remain completely dry when she is immersed in water. These powers apply to fresh-water only.
  • Lower the depth of rivers and streams by 10ft once per day for five rounds.
  • +1 bonus to all saving throws involving the element of water, including liquid based poisons.
  • Gain the ability to speak with fresh-water fish and fresh-water mammals.
  • Associated River, Stream or Lake: The River Spirit folk character is tied spiritually and physically to the body of water inhabited and protected by his Kami parent. If the body of water is damaged the character looses a proportionate number of hit points. If the body of water is poisoned, so too is the character. If it dries up, the character will die of thirst. If it is dammed or diverted in any way, the character will weaken proportionately (again loosing a number of hit points). If this body of water is threatened in any way, he will be contacted by his Kami parent through dreams and visions. When the character immerses himself in his associated body of water for the first time each day, he is affected as though by a heal spell. While swimming, boating or crossing this body of water in any way, the character receives a +1 modifier to all dice rolls, including attack and damage rolls. This only applies within the body of water itself. Water carried away from the associated body of water or transferring it into a large artificial container such as a well or fountain does not confer any benefits to the character.
  • The River Spirit Folk character can cast the second level Shukenja spell Commune with Lesser Spirit. He can use this spell-like ability to communicate with any fresh-water spirit within the province he currently finds himself. Alternatively, it can be used to commune with his Kami parent regardless of the distance involved. He can use this ability to contact his spirit parent once per day. He can also use this ability to commune with another fresh-water spirit once per week per character level.

Sea Spirit Folk:
Often the child of a human woman and a Shojo. Few of the drunken, red-haired Shojo are willing to accept responsibility for such a child. However, Watatsumi, Kami of the Sea, is quick to adopt such children as his own.
  • 75% chance to identify salt water plants and animals.
  • Swim: A River Spirit folk can swim 120ft per round and may breathe underwater without difficulty. All items in her possession remain completely dry when she is immersed in water. These powers apply in salt-water only.
  • Once per year the character can call upon the Kami of the Sea for one very powerful favour, such as the creation of a typhoon or a tsunami.
  • +1 bonus to all saving throws involving the elements of water and air, including liquid and gaseous poisons. However, the Sea Kami is more vulnerable to earth based effects such as petrification and spells of the earth element, imparting a -1 modifier to such saves.
  • Gains the ability to speak with salt-water fish and salt-water mammals.
  • Sea Association: The Sea Spirit folk character is tied spiritually and physically to the sea itself. However, while the sea is so vast that any changes are unlikely to affect the health of the character, nor do Sea Spirit folk gain any healing benefits from being immersed in sea-water. However, the character does receive +1 to all dice rolls made when travelling on or under the sea.
  • The Sea spirit folk character can cast the second level Shukenja spell Commune with Greater Spirit once per week for every 3 levels of experience. This ability may only be used to commune with Watatsume, the Kami of the sea.
  • The character has a 75% chance of accurately predicting the weather conditions for the next day.


Wednesday, 23 November 2011

Oriental OSRIC: An Oriental Adventures Conversion Project

Over the next few months, it's my intention to go over as much of the old Oriental Adventures-related gaming material as possible and "convert" it (or rather, update it) to OSRIC. I'll be looking at old Dragon Magazine articles as well as OA rulebooks, adventures and even the Forgotten Realms Kara-Tur releases. An ambitious project, but one that I hope to handle in a number of bite-sized chunks. Once I have enough material prepped I'll probably start a new blog dedicated to Oriental OSRIC and move the whole project over there. But for the time being, this blog will be my usual work-space.

I'll be concentrating on adopting material concerning pseudo-Japanese (rather than pseudo-Chinese or Mongolian) settings first and other Oriental Materials later. What I won't be doing is re-working any of the second edition concepts such as class kits or any material published for 3rd ed -though I'll still be mining such things for ideas. I'll also be concentrating on mechanical info more than setting info. You won't for example, see me converting all the sand-box material in BA-1 Sword of the Daimyo to OSRIC. After all, what would be the point? There's nothing there that needs converting. Useful cultural information, on the other hand, might be worth while including.

My original plan over the new few days was to work out conversations for the OA classes to OSRIC rules. Or rather, tidy up the presentation a little given that they don't really need much in the way of conversion at all. Fabian over at Bladesharp has already down a great deal of the work in this regard by converting several classes to make them compatible with Labrynth Lord. I like his re-work of the ninja, turning them into a proper "single" class rather than the "multi-class" option they were originally designed to be. Though I'm sorely tempted to ask Fabian for permission to simply re-post and slightly modify his material, in the interests of both fairness and completeness, I'll probably just do my own write-ups of these classes as well.

Basically the classes I intend to make available to PC's in the campaign (and hence, convert to OSRIC) are the following:
  • Barbarian
  • Bushi
  • Kensai
  • Monk
  • Ninja
  • Samurai
  • Shukenja
  • Sohei
  • Wu Jen
  • Yukuza
All from Oriental Adventures itself. I also intend to look at the following classes from other sources:

  • Sumotori (Sumo Wrestler) From Dragon magazine 157 (two options)
  • Geisya From Dragon magazine 121
  • Genin (a ninja sub-class) from Dragon Magazine 121
The Sumotori were originally presented (in two versions) as an NPC class. I'd like to re-work them into a playable PC class, without so many of the class obligations that limit their utility as adventuring types. The Geisya is listed as an NPC class, mostly, I think, because it is somewhat lacking in abilities. I'll need to add a few new class abilities wholesale to make the class playable. Perhaps borrowing some from the Bard and Houri classes? Finally, the Genin were an attempt to make the Ninja a single-class character. It's worth looking at while I re-work the ninja, but it's not really worth using as written.

Finally, there is one class (from Dragon 164) the Paio Shih (dart wielding guards) which I may or may not convert depending on how I feel after re-reading the article.

Finally, here's a list of the articles and supplements I am (presently) aware of that might have material worth converting:

Dragon Magazine Articles:

Oriental setting: 
"Armor of the Far East"                                             31(23)  0D&D
"Arrows of the East"                                                146(80)  D&D1
"...And a Step Beyond That"                                    122(20)  D&D1
 "Step Beyond 'Shogun', A"                                      122(18)  D&D1
"Life and Death of a Castle, The"                             121(32)  D&D1
"Sun Dragon Castle"                                                 121(45)  D&D1
"Righteous Robbers of Liang Shan P'o"                     54(16)  D&D1
"Lords of the Warring States"                                   167(77)  D&D2
"Chinese Undead"                                                       26(20)  0D&D
 "Cham Fau and the White Tiger Monastery"           351(46)  D&D3
 "Cities of the Ages: Edo"                                         292(60)  D&D3
"Oriental Adventures Class Combinations"             289(80)  D&D3
"Chinese Dragons"                                                     24(8)  OD&D
"Dweomered Dragon Scales"                                   308(39)  D&D3
"Ancestor Feats and Martial Arts Styles"                315(64)  D&D3
 "Update: Oriental Adventures: Eastern Flavor"     318(39)  D&D3
"Geisya, The"                                                          121(38)  D&D1
"Genin, The"                                                           121(42)  D&D1
"Japanese Mythos, The"                                            13(11)  OD&D
"Earn Those Heirlooms!"                                        151(22)  D&D1
"Humanimals"                                                         266(40)  D&D2
"Lords & Legends"                                         123(42)  D&D1
"Soul-Swords & Spirit-Slayers"                     198(82)  D&D2
"Specialist Fighters"                                               310(36)  D&D3
"Other Orientals, The"                                           189(28)  D&D2
"Soldiers of the Law"                                             151(18)  D&D1
"Righteous Robbers of Liang Shan P'o"                 54(16)  D&D1
"Bazaar of the Bizarre"                                           40(44)  D&D1
"Bazaar of the Bizarre"                                         126(50)  D&D1
 "Bazaar of the Bizarre"                                        181(30)  D&D2
"Hand-to-Hand Against the Rules"                      139(58)  D&D1
"Art of Kuji-in, The"                                            342(84)  D&D3
"Flying Feet and Lightning Hands"                     161 Or 164(11) D&D1
"Playful Phoenix Fist V Four Scholars Boxing"  289(76)  D&D3
 "Flying Leaps, Deadly Silks"                              289(60)  D&D3
"Pressure Point Attacks"                                      336(103)    D&D3
"Warriors of the Animal Fist"                              319(68)  D&D3
"Marshalling the Martial Arts"                            122(46)  D&D1
 "Matter of Style, A"                                            326(99)  D&D1
"Menagerie of Martial Arts, A"                           127(48)  D&D1
 "New Kicks In Martial Arts"                              136(66)  D&D1
 "New Martial Arts Styles"                                  309(62)  D&D3
"Things Your Sensei Never Taught You"          164(14)  D&D2
"Iron Path, The"                                                  303(54)  D&D3
"Monk Styles"                                                    330(90)  D&D3
 "Variant Fist"                                                    310(40)  D&D3
"Wordly Styles"                                                 334(89)  D&D3
"Metered Style, The"                                         337(97)  D&D3
"Psychic Boxing: Psions of the Orient"            308(62)  D&D3   
"There Are No Generic Black Belts"                160(70)  Top Secret
"Mongols: History, Weaponry, Tactics, The"     36(31)  --
"Thunder and Fire: The World of the Kaiju"    289(66)  D&D3
 "Ecology of the Kappa, The"                           151(14)  D&D1
  "Dragon's Bestiary, The"                                151(28)  D&D1
"Ecology of the Yuan-Ti, The"                         151(32)  D&D1
"Voyage of the Princess Ark, The"                   160(41)  BD&D
"Whaddaya Mean, Jack the Samurai?"             121(16)  D&D1
"Ninja: Masters of the Silent Shadow, The"     318(24)  D&D3
"Black-Clad Assassins"                                    289(36)  D&D3
"Historical Ninjas"                                            351(86)  D&D3
"New Improved Ninja, The"                              30(13)  D&D1
"Ninja - the DM's Hit Man, The"                       16(7)  OD&D
"Art of Kuji-in, The"                                        342(84)  D&D3
"Shadow Way, The"                                         255(50)  D&D2
"Silent Warriors"                                              289(46)  D&D3
"Shadow Way, The"                                         255(50)  D&D2
"Other Orientals, The"                                     189(32)  D&D2
"Elements of Surprise"                                     354(86)  D&D3
"Oriental Opens New Vistas"                          104(20)  D&D1
"Born To Defend"                                            164(26)  D&D2
"Soldiers of the Law"                                       151(18)  D&D1
"PC Portraits"                                                   289(126)          --
"Samurai Vs. Knight: Who Would Win?        323(42)  D&D3
"Samurai"                                                             3(25)  OD&D
 "Samurai: An Honorable NPC, The"                49(18)  D&D1
"So, You Want To Be a Samurai?"                  195(10)  D&D2
"Samurai! Honorable Designer Speaks"            36(14)   Samurai
"Warriors of the Animal Fist"                           319(68)  D&D3
"Oriental Sea, The"                                           130(64)  D&D1
"Arcane Lore: Magic From East To West"      130(16)  D&D1
"Wards Against Evil"                                       133(40)  D&D1
"Where There Is One Sumotori..."                   157(32)  D&D1
"Art of D&D, The"                                   309(38)  D&D3
"Chinese Undead"                                              26(20)  OD&D
"Lords of the Warring States"                          167(77)  D&D2
"Weapons of the Far East"                                 32(6)     --
"Campaign Classics: Oriental Adventures"      229(54)  D&D2
    
Oriental Adventures/Kara-Tur:

10321e Forgotten Realms: Kara-Tur, the Eastern Realms
20181e Oriental Adventures
21152e Monstrous Compendium Kara-Tur appendix
91641e Swords of the Daimyo
91861e Night of the Seven Swords
91951e Ochimo- The Spirit Warrior
92031e Blood of the Yakuza
92421e Mad Monkey vs theDragon Claw
92572e Ronin Challenge
9258 2e Test of the Samurai
9307 2e Ninja Wars
9402 2e Kara Tur Trail Map


Additional:
2nd ed Forgotten Realms Horde Box-Set
2nd ed Complete Ninja's handbook
Sengogku Roleplaying Game
3.5 Oriental Adventures
OSRIC Unearthed
Dungeon Magazine issues.
If anyone see's anything not on this list that you think might be useful, please don't hesitate to let me know.

Monday, 14 November 2011

Oriental Adventures/Masks of Nyarlathotep Update

SANDBOX:
 After some humming and hawing as to whether or not I should simply create my own pseudo-Japanese nation from scratch or else borrow one of the maps for Kazakura from the Oriental Adventures box set, I've finally settled on a third option. Frankly, I'm just going to use a map of Japan complete with original province names and the names of major cities as my starting point. Runequest Ninja (a very fine supplement by the way if you can find it) provides an excellent map of the Provinces as they stood in the (I think) Tokugawa period.

This has the added advantage of allowing me to incorporate various Japanese geographical myths into the campaign world -for example, the legend of a pit leading directly to the Buddhist Hell in Izumi province makes Izumi the perfect stand in for one of the major adventure locations in Masks of Nyarlathotep.

However, rather than simply call the country founded on these islands Niwon or Nihon and use an "alternate earth Japan", I'm going to incoporate them into my home-brew campaign world, Edarnia and call them "Hisui no Shima", the  Jade Islands. Fortunately I've already established that Edarnia has an Underworld as well as dark, utterly alien Cthuluesque Gods even older than the Primordials who created Edarnia.  On top of that, the game world also has as well as a malevolent force of non-life known as the "Corruption (amoung other names)," an excellent stand-in for the Taint from L5R. However, I like the sound of "taint" so it looks like the corruption has acquired another cultural-cetnric name. I'll be tracking (and using) taint points in the same manner as Insanity points are used in Call of Cthulu, with the added bonus that an increasing taint score also results in increasing physical mutation. Hmm, echoes of Ravenloft here as well perhaps?


RELIGION:
Rather than having the traditional view of two main Japanese religions that exist concurrently and in relative harmony, Jeido Shoto will have just the one, the Hundred Million Kami. The religion will be mostly Shinto based, but will include a great many Buddhist elements. The main reasoning for this decision is that it will reduce the number of concepts a gamer unfamiliar with Japanese culture will have to adapt to. Hopefully, given how closely Shinto and Buddhism were integrated in Japanese culture, it won't be too big a change for the Japan-buffs in the group either.

AUTHORITY:
It might seem odd (and in fact, probably is given that I chose to simplify the religious situation on Jeido Shoto) but rather than going with RuneQuest Nija's recommended triumvirate of power (Emperor-Retired Emperor-Shogun) I'll be going with the puppet Emperor, Retired Emperor, puppet Shogun, Shikken model from later Japanese history. Although this power structure shouldn't feature too much in the Mask's campaign, I'm not putting so much effort into a campaign setting just to use it one campaign. I expect to get my mileage out of Hisui no Shima.

GREATER ASIA:
I've still to come up with names for the setting's analogue of China, which will be a major trade-partner and which will provide many NPC's and at least one adventure setting during the Masks campaign. However, Mongolia is easy enough. I'm taking the name "Burning Lands" from the L5R setting, which works well enough for me, and I'm going for it.

EZO:
Ezo, the northern-most of the Japanese Islands, was not particularly settled until the 15th century. Except by wako (pirates) renegades and Ainu (the indigenous inhabitants of Japan). Ezo seems to be an ideal stand-in for the Shadowlands of L5R , the Chaos Wastes of the Old World, the Blight of the Wheel of Time and about a dozen other settings combined. So that' what I'll use it for. The interior of the island will be a blighted wasteland of volcanic cloud, ash and a gateway to the Hell of the Hundred Million Kami. The coastal areas will be habitable, and home to a few hardy samurai clans and their retainers as well as a great many bands of ronin, wako and other renegades.