Tuesday, November 10, 2009

"Prehistoric Life", a review

The dude from Tetrapod Zoology blog cowrote "Prehistoric Life". A huge book, thousands of images, 512 pages, 11.8 x 10.3 x 1.4 inches. Covers everything from formation of planet to the rise of man, 3.8 billion years. Expected it to be $40-60, it's $26 or less from Amazon! Bought it straight away.

It arrived the other day, and it is totally awesome. Typical for my reviews I offer no actual review and instead tell you who should get this book. There are three sorts.

One You have kids or in process of making one. I've had a life-long fascination with science and learning. It might just be the way I'm wired. But, as a wee lad I remember reading volumes of "How Things Work" and "City", among others. Since then I've been searching out knowledge and understanding. Buy "Prehistoric Life" (and other books like it.) Don't make your kids read it. Just leave it around. Your kids will find it and unless they suck it will blow their minds and they will crave more.


Two You're running a sci-fi/time travel RPG and want to throw down with some verisimilitude. Player's Far Trader land on a young, primitive planet? Turn to page 112 and peruse the section on Devonian plants. The regularly awesome CGI renderings and descriptive text provide all you need to set a unique stage. Need some ideas for the "Land that Time Forgot" other than, yawn, T-Rex? 500 freakin full-color pages to the rescue.


Three I've said this before (and "Prehistoric Life" supports my thesis) that nature has made weirder, more interesting "monsters" than we will ever think up. Pg 130, Stethacanthus. Pg 254, Dimorphodon (image in book makes it look cooler than wikipedia one). All those armoured spiked "dinosaurs". Pg 410 horse-ape people. A tweak or mix and match a few and you have a wicked new creature. Seriously, take any Paleozoic aquatic invertebrate, stick on 1d6 eyestalks (if needed) and float them toward your players.


Oh, yeah. I guess fourth type that should buy it. Those that are still that kid fascinated with science, learning, and big books. But instead of raiding your father's book shelf you can charge things on credit cards and have them arrive at your door a few days later. It's so rad.

Monday, November 9, 2009

Magical Monday - Magical Grabbag

Magic System Series Part I described Wizards, Mages, and Sorcerers. Part II provided Mystics, Alchaemists, and Galdr. Today brings a of miscellany, along with four more magic systems.


Miscellanum

Space Wizards! from Fight On #1

Spontaneous Metamagic and Metamagic Components not daily use but once per encounter?

Mages', Wizards' and possible others' spells can be reversed to have an opposite effect. Reversed spells are also very effective counter spells vs their unreversed versions. There is only one version of a spell, "the spell". Forward or reversed version is determined at casting time by whether the verbal and/or somatic components are done backwards or forwards.

Magic is unbalancingly powerful. This is mitigated by it also not being strictly under the control of the caster/player. Much of the following sections expand upon that lack of control.


Magic is Weird

Magic is rare, mysterious, and scares the bejesus out of common folk. The vast majority of intelligent beings have only experienced it through legend, horror story and rumour. The first (at least) use of magic vs men, halflings, and the various intelligent humanoids should elicit a moral check. "Ahhhhh witchcraft, run for you souls!" Even those accustomed to Shamanistic / Hedge magic might still be awed by the power and grandeur of True Magic.

Having wounds magically healed makes you (very) hungry. 1 days ration per wound point / die of damage healed.

Magic is subject to environment and you are not it's master. When deep within the Mythic Underground expect DM to whip some 2ed Wild Magic rules on your ass.

Magic is not the same as Fey Glamour. Expect illogic and whimsy when the two interact.


Magic is Fickle

If something (orc, door, etc.) saves against your spell that something will always save against (no roll) against that particular spell cast by you. A casting check failure is different than a save. So is being countered or blocked (by say a prismatic wall). [mechanically this prevents casting rituals over and over until success e.g. "Knock" vs a door. But, I really dig it flavor wise. It makes magic weirder and opens up a method to out wit and defeat uber casters.]

May not memorize duplicate spells. Likewise it's dangerous to walk around with more than one dose of an Alchaemical concoction. One, it's boring to have the same spells. Two, it's the exclusive purview of Wizards to unleash fireball after fireball unto the bad guys. I definitely see Wizards as "Battle Casters". Mages and others are more subtle, creative, behind the scenes sorts.

Magic doesn't mix well. Too much magic cast in one area or upon a single target is prone to manifest unexpected effects that tend towards "bad." In other words the DM has a spell miscibility table created in the fashion of the potion miscibility table in the DMG. He is itching to roll on it...

Magic doesn't work the way you think it does. An area can be (temporarily) drained of magic. Boon to those who bring it with them (Alchaemists, Mages) and bane to those who depend on drawing and shaping what's already there (Mystics, Wizards, Druids, Vis-less Hermeticists).


Magic Duels

Fight On #1, Manitou Combat (love that cover).

I'm thinking of the scene from Conan movie, where smoke comes out the wizard's ears. That is the duel for me. But I found this cheezingly awesome vid instead.



Counter Spelling

Old school. Already mentioned reverse spells above. I see Counter Spelling often leading into magical duels.

No dispel magic spell. Far too convenient, predictable, and mechanical. There are many ways to usurp, avoid, and sunder magic. All different, many unknowable.
"Holding one's foot and hopping backwards through wall of magical flames is sure way to avoid being incinerated. The wench at G&W told me. Her father's uncle was an adventurer. Saved them from certain doom in the bowels of Stonehell it did. Come on, let's try it! But, you first."
Magic may not directly counter a miracle (unless it is powerful enough to oppose the god's will). It can block (shield, proof against scrying) and it can alter the results of miracles after the fact.


Casting Checks / Catastrophe

(My) standard d20 + mods <= 1 failed you have, >= 20 success, >= 30 super success, and natural 1 very bad failure.

Maybe, mixin the delayed concept from this Chainmailesque table for spell checks.

Fight On #3 (pg6) overcasting beyond spells memorized.

There are a bazallion magical mishap tables. Fight On #5, Calamity, Misfire

My favourite is APPENDIX C HEINOUS BLUNDERS (from where I didn't record and can't remember, one of the blogs I read too many of). A sampling of the twenty awesome entries.
(3) Schizoid Fantasy
The mage becomes enthralled by a profound and sinister delusion. He is convinced that he is just a character in a game being controlled by an intelligence from another reality. He will whittle himself a set of dice as soon as the opportunity presents itself and use them to make all his decisions, even if they contradict the decisions of the player. This change is permanent unless another PC uses a wish to remove the delusion.
(16) Necromantic plume
The mage exudes an invisible plume that invigorates the dead with unholy life. Anything dead within 20’ of the mage has a 50% chance of coming back to life in the form of a zombie in 1d3 hours. This change is permanent unless a wish is used to remove the plume.
(19) Alternate reality
While at first nothing appears to have changed, three factors (persons, places or things, as determined by the DM) in the mage’s life are inexplicably different from the way they were before. No one else is aware of these changes and everyone else believes that these things have always been the way they are. This effect is permanent and not alterable by a wish.

Hermeticist

Not memorized, no spells, arcane magic.
- Thoolian/"Greek" tradition started in Egypt by Thoth-Amon

Flavor: Thoth+Hermes, Hermeticism, yellow Air east, red Fire south, blue Water west, green Earth north. RedCaps, Ars Magica

Hermeticism is the direct progenitor of Magery, Alchaemancy, and Mysticism. It has influenced most other traditions. At least indirectly, as Thoth-Amon/Hermes created Hermeticism (magic) and taught it to men. Fey glamours, sorcerous invocations, Enochian, and miracles are altogether different.

Based on Ars Magica or the Gramarye from A Magical Medley. If a player has Ars Magica (free download) or A Magical Medley, has played in my game/gotten to know the feel, and is willing to work with/on this system with me I'm all for it. Otherwise, I'm not gonna get into it. Probably not even for NPC.


Druid

Mana based magic, not memorized, Cha.
- Celtic magic From A Magical Medley
- Mana is in the land, not the caster. Different types for different spells.
- Binary + numbers; 2,3,5,9,17,33.
- Being naked is power.
- Nine types of spells/mana: Bless, Curse, Divination, Emoution, Geas, Glamour, Healing, Transformation, Weather.
- Power in thresholds; dawn/dusk, doorways, forks in rivers.
- Pict tradition.

Flavor: Druidic Calendar,

Exclusive to Picts (Hyborian / Howard style Picts). Which may or may not become a major element in Gold & Glory.

Again if a player has A Magical Medley, has played in my game/gotten to know the feel, and is willing to work with/on this system with me I'll work on it. Otherwise this will be relegated to Pictish NPCs and will probably mostly hand wave it.


Bokor

Other names include: Zinsu (male) and Zinsi (female), Botono

A mixture of Alcheamancy and Sorcerorous magics, Cha/Int.
It is also a horribly ahistorical mishmash of Aztec and Voodun stuff as Norm knows them from bad 80's movies and from listening to his Meso-America archaeologist friend.

Used by "Aztec" Lizard Folk spilling in from "Land of the Lost" land via an open portal (Hmmm, I should write a post about that/those some day). They refer to it as "The Craft". Although common, it is outlawed by the god-kings and their sorcerer priests. It is one of the few respites from tyranny and sacrifice the "everyday" lizard is afforded.


Hedge

Other names include: Wise Woman, Cunning Man, Medicine Man/Woman/Thing, Seer, Charmer, Shaman, Herbalist.

A mixture of Alcheamancy and Wizard "lite" magics, Cha/Int.
Various independent and common traditions.

A catcall for all the "small"/"low" magic practitioners out there. Generally low level/power, individualistic or passed down through generations. Not scholarly or scientific. Pragmatic, effects and spells useful to the common folk of the world. Divinations, cures, charms, blessings, wards, curses, and the like. Useful for characters with only 1-2 pieces of arcane pie.

Saturday, November 7, 2009

Sahara, The Movie

Sahara is a horrible movie not really worth watching for any reason at all. But, it did give me the idea for a modernish campaign.

The characters are ex Navy Seals, scientists, archaeologists, and the like. All employees of ASR (Artifact Search and Recovery) pronounced "azure". A private treasure hunting company specializing in underwater recovery. The owner / operator of ASR is "The Admiral", lessor known as Rush Jackson, an ex-CIA field operative. Due to ASR's ability to travel the world relatively unnoticed and it's employees talents the Admiral's previous employer regularly offers it unusual "jobs".

So "dungeon" crawls in ancient tombs. Underwater battles with giant squid/KGB frogmen. All sorts of missions to every crazy terrain/locale one can find online/imagine. As much or as little combat and political intrigue as you like. Serious or pulpy. Mix in Bond style villians/X-Files/Cthulu to taste.

This setup could easily be translated to Sci-Fi space campaign, Traveller is pretty much made for this. I can see it working in SteamPunk Victorian setting also. Basically this is League of Extrodinary Gentelmen, eh?

Friday, November 6, 2009

Who Knew Naked Bears Looked So Strange


Poor Nekkid Bars

Anyone care to stat this creature up?

Wednesday, November 4, 2009

Tripple Barreled Gun Mace


Henry VIII didn't mess around. His Triple Barreled Gun / Holy Water Sprinkler makes me want to include firearms in my D&D! Check out the rest of that gallery, some pretty cool stuff. Impressed by the totality of coverage of that Footman's Plate.