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Spellwoven

PostPosted: Mon May 24, 2010 1:22 am
by Chris Johnstone
Hi everyone,

I've been tinkering for a while with a fantasy RPG tentatively named Spellwoven. The idea behind the game was to try to write up some rules suitable to a fairly standard Middle-Earth/Tolkclone style setting, but provide ideas and opportunities to add-on 'components' that could personalize the setting to whatever degree the Gamesmaster and Players felt happy with.

The game isn't intended to be revolutionary, nor anything really other than playable and (hopefully) fun.

I thought, given that it's turning into one of those long, slow and maybe never-ending processes that I might start adding chapters, notes and thoughts here for critique. I'm not expecting thorough comments, just general thoughts on the mechanics and setting such as it is.

I should note, straight-up, that I've pillaged wide and sundry sources for ideas, including out of print games and CCGs, other people's free RPGs and online games. I don't think I've crossed the line anywhere so far, but do tell me if you think there are elements that are too imitative or reminiscent of something else.

SPELLWOVEN

What is fantasy? On one level, of course, it is a game: a pure pretence with no ulterior motive whatever. It is one child saying to another child, "Let's be dragons," and then they're dragons for an hour or two. It is escapism of the most admirable kind--the game played for the game's sake.
- Ursula Le Guin
- From Elfland to Ploughkeepsie (in: The Language of the Night)

Character Creation


Step One: Pick a Character Race
Step Two: Pick a Character Class
Step Three: Allocate points to Attributes
Step Four: Allocate points to Skills
Step Five: Determine General Stats
Step Six: Wealth and equipment
Step Seven: Determine Wound Ratings and Armour ratings
Step Eight: For Lorekeepers and Bards: Pick a magical Theme.
Step Nine: Pick a Motive

Conceptualize
You need to decide before you begin creating a character what sort of Character you want to play. Do you want to be an Elven hero, a noble-born young woman run away from home, an unworldly Halfling, a wandering Dwarven smith and merchant?

Step One: Race
Spellwoven uses five core races. These are the 'typical' races of high fantasy games: Human, Elf, Dwarf, Halfling and Half-Orc. Humans are called 'Men' in Spellwoven to remain in theme with a Tolkienesque style. Naturally, you can pick a Character of either sex, but sex has no effect on Character attributes or abilities. Each race has a number of sub-races, which you may also have to choose from (your Gamesmaster may prefer to run the races as straight 'vanilla' flavoured cultures). Sub-races have some minor effects on your Character's skills and abilities, but will primarily be important in a social context during game-play.
Later on, a number of optional races are also provided in this book, but keep in mind that these are available strictly at the Gamesmaster's discretion. The idea behind providing a number of optional races was to provide some examples of how folkloric entities can be fleshed out into Tolkienesque races in a way that is similar to how Tolkien himself turned folkloric elfs into the Elves of his imaginary world. It is not intended to be the case that all optional races are available in a given game--this would create a strange and implausible sort of soup of peoples and a very crowded fantasy land.
The key races are:
Elf: Ageless, remote, beautiful and often arrogant. The Elven peoples are powerful and wondrous but also incapable of understanding or embracing change (+2 Lore, +1 Willpower). Magic: All Elves can use magic. Elves that are not Bards or Loremasters can cast Lesser Spells. Elven Bards can cast Lesser and Greater spells. Elven Loremasters get a +2 bonus to Power. All Elves have the Talent Unfearing of Ghosts.
Descended Power: Some among the old powers of the world have taken physical form, typically in the shape of human, elf or dwarf. Descended Powers cannot be killed per se, but their physical body can be destroyed and when this is done the power is reduced to a spirit on the wind, usually--though not always--incapable of returning to a shape of flesh. Descended Powers either do not age or age only very slowly. In physical form they suffer from the physical limitations, weaknesses and desires of mortal creatures, though possess inherent magic that may exceed that of even an Elven master. Magic: All Descended Powers can use magic. Descended Powers that are not Bards or Loremasters can cast Lesser Spells. Bards can cast Lesser and Greater spells. Loremasters get a +3 bonus to Power (add +2 to one skill of choice and +1 to three other Skills). Descended Powers are rare and have become fewer over the centuries as they cannot produce offspring. Your Gamesmaster may choose to limit or forbid Descended Powers are player characters. Check before you pick this as a race.
Dwarf: Long-lived, crafty and wealthy in lore. In ages past Dwerrow occupied magnificent halls and strongholds in the mountains of the earth, but wars with dragons and goblins have scattered most of this people, so that now most Dwerrow live among Men or Halflings (+2 Fighting, +1 Vigilance).
Halfling: Half the height or less of a human, these are a pastoral, unworldly but often strangely lucky and sturdy folk (+2 Quickness, +1 Subterfuge). All Halflings have the Talent Serendipity.
Half-Orc: The half-blood spawn of men and goblins, half-orcs tend towards greyish skin, yellowish catlike eyes and rank black hair. They are not necessarily evil nor in the sway of darkness, but have a reputation for deceit, cunning and violence (+2 Fighting, +1 Subterfuge).
Men: The human-folk, fiery of will, short-lived, bold and adventurous. The mortality of humans gives them their most powerful gift, a will to make of their short lives something worthy and lasting (+2 Worldliness, +1 Fighting).

Of Dwerrow and Men
I've chosen to use the older English plural Dwerrow instead of Dwarves in this text. The word has fallen out of use, but fantasy roleplaying enthusiasts are used to dealing with strange words and it seems to me that it's about time that Dwerrow was resurrected. English only has a few odd plurals left, teeth and tooth, sheep and sheep, and it seems a pity to let a nice word like Dwerrow go completely into oblivion. I've also used the decidedly Tolkienesque and old-fashioned (and let's face it, sexist) Man instead of Human to describe the human peoples. I've never liked using Man in Roleplaying games to describe humans, but after thinking this over for a while, I decided that being true to the stuffy and old-scholarly style of a Tolkienesque world required this old-fashioned word.

Men
Harrowmen: A superstitious, huge-boned, iron-wielding tribe of men who live in hill forts in remote uphill lands. Some will tell you that there is more than a little goblin and troll blood in the veins of the Harrowmen. This people live in a land of mists, barrows and standing stones, and have learnt a little about the magic of shadows from their shadowy lands (+1 Fortitude).
Marchvelders: A tribe of distant descendants of Nordingmen and Valemen who have taken to a semi-nomadic life on the vast folds and plains where the grass is like a silken sea. The Marchvelders are wonderful horse-riders and breeders (+1 Sport).
Nordingmen: Brash, fiery men of the snowy bays, rocky peaks and twilight lands of the north (+1 Fighting).
Seahavenlords: Fishing, sailing and sometimes pirating along the coasts, the Seahavenlords are a copper-skinned folk who have made their home among the islands and archipelagos of the great seas (+1 Wayfaring).
Southron: The Southron are descendants of a people who travelled north, long ago, bringing with them notions of civilization and grace that were unknown among the ancient tribes of the north. The Southron are dark-skinned, some having an almost blue-black tone to their skin. Their knights are considered unparalleled warrior-poets, lords of grace and the sword (+1 Lore).
Valemen: Descendants of Nordingmen who long ago travelled south and settled in the hills, valleys and fields of gentler, warmer lands. Valemen live a largely pastoral life in their green hills and along the rivers and lake shores of their lands (+1 Charm)
Witchlanders: A pale skinned, fair haired race of men who live in a barren waste and place of harsh rocks. The Witchlanders are well known for their mastery of dark arts, and their lords are sorcerers of bleak renown (+1 Willpower).
Woodlanders: A race of men who live in and around the borderlands of the great forests of the land. Woodlanders have had many dealings with Elves and some Elven blood runs in the veins of certain Woodlander families (+1 Ranging).

Halfings
Wildwood Halflings: Considered with more than a little suspicion by their fellows, the Wildwood Halflings live along the borders of forests and hills, hunting, fishing and farming a little around the edges of dangerous wilds (+1 Evade).
Underhill Halflings: The more traditional of the Halfling folk, Underhill Halflings live in loose communities of burrows, nicely decorated and always well furnished with food, comforts and life's little luxuries (+1 Charm).
Townfellow Halflings: The descendants of Halflings who have taken up a life more like that of their neighbouring Men. Townfellows live in small villages and towns, often in and among their taller brethren (+1 Worldliness).

Descended Power
The old powers take many and diverse forms. As such, they do not have sub-races per se and do not gain any form of sub-race bonus.

Dwerrow
Scrawn Dwerrow: A lost and sundered tribe of Dwerrow who live in remote forests and wilds, eking out a living, often in small family groups, making their homes in forest caves or small huts (+1 Ranging).
Iron Dwerrow: Called also Black Dwerrow. Living in hill-forts on murky moors and hill-country, the Iron Dwerrow are a remnant of the older Dwarf cultures, now largely supplanted by Hill and Mountain Dwerrow who have had more contact with Men and through that contact have become more 'civilized' in their ways. Iron Dwerrow work mostly with copper, bronze and iron and are well known for tattooing their skin with midnight-blue patterns (+1 Fortitude).
Hill Dwerrow: Called also Brown Dwerrow. Many Dwerrow long since left behind their strongholds in the mountains and now travel and work in the lands of men, sometimes wandering as traders from town to town, sometimes living as a community alongside Men. Their skill is chiefly in steel, tin and alloys of metals. (+1 Worldliness).
Mountain Dwerrow: Called also White Dwerrow. Among the clans and tribes of Dwerrow who were cast out of their strongholds during the ancient wars with dragons and goblins were some that wandered, found new homes and dug deep into them, making vast new mansions beneath the earth. The skill of the Mountain Dwerrow lies chiefly in stonemasonry, gold and silversmithing, jewel-cutting and the working of dwarf-silver (+1 Craft).

Elves
High Elves: Remote, poetic, eternal and chnagless to the point of arrogance, the High Elves consider themselves the greatest of the peoples of the world, and those among Elves who have kept closest to the ancient paths set for them (+1 Lore).
Grey Elves: Those who love the sea, the shore, the foam of the waves and the ocean under starlight. The Grey Elves are navigators, traders and sea-wanderers above and beyond the skill of all other peoples of the world (+1 Wayfaring).
Sylvan Elves: The wilder cousins of the elven peoples who live in hills, woods and plains. Sylvan Elves are no less civilized than their cousins, but are lustier, more loving of good food and wine, fierier in their emotions and less formal in their ways (+1 Ranging).

Half-Orcs
Goblin-Men: Smaller, scrawnier and sharper of features than other half-orcs, goblin-men have a heritage of mixed cave-goblin and human ilk. Goblin-Men are too bent and bow-legged to pass for human, and when living in and among humans, Goblin-Men generally have to cowl themselves under cloak and hood (+1 Evade).
Man-Orc: The issue of orcs of war and men. Man-Orcs are taller and straighter of back than orcs, but have an uncanny, almost feline facial structure that makes them only occasionally able to pass for men (+1 Fighting).
Troll-Blood: Not actually a half-troll, but those creatures whose goblin antecedents have mixed with trolls as well as men. Troll-Bloods are often huge, for a human, reaching seven, sometimes eight foot in height with great brawn and power of stature. They suffer a little from the dull wit of trolls, though not so much as to make them subhuman in intellect (+2 Fighting, +1 Fortitude, -1 Lore, -1 Wit).

Languages
Common: Known to all races. Used by Halflings and most Men as their cradle-tongue.
Dwarf: Secret tongue of dwarfs and known only to dwarfs.
Elf: High-Elf, Grey-Elf and Sylvan: Each elf kind has their own language and speak that tongue as well as High-Elven.
Orcish: Known to Half-Orcs.
Descended Powers: Gain two languages in addition to Common.

Step Two: Class
A class defines the previous experience and life-path that your Character has already taken up to the point where game-play begins. Classes have a dramatic effect on the sorts of skills, talents and powers that your Character starts play with, but exert less influence as the game proceeds. Classes allow for a short-hand, generalized and quicker sort of Character creation, and although there has been a feeling in roleplaying circles for some time that Classes can over-restrict Player options, they have advantages too. Mostly, the limiting nature of classes can be over-come through providing enough additional options to add colour and uniqueness to a Character, or on the other hand their restrictive nature can be seen as an inherent advantage in itself--Classes inherently confer niche-protection--a thing that most classless systems do poorly.

Class Bonuses: Each Class has a special talent or 'bonus' that helps set it apart from others. Bards and Lorekeepers have the ability to work magical enchantments, but most of the other Classes get talents that they can invoke by spending a point of Stamina, indicated by (1 Sta.) at the end of the Class Bonus description.

Restrictions: Most Player Races are resticted to only some of the available classes. D Dwarf. E = Elf. H = Halfling. H-O = Half-Orc. M = Man. Descended Powers have the same classes restrictions as Men.

Armiger
There are some who fight with nimbleness and careful swordsmanship, but this is not the Armiger. The Armiger is a heavy warrior, used to fighting under iron and leather in the heat of the affray, bringing down a lethal blow with a war-cry.
Races: D / H-O / M
Treasure: 100 silvers
Skill: +1 Fighting
Bonus: +2 wound rank for one attack (1 Sta.)
Extra items: Scale armour (+2), Helm (+1), Axe (Severe)

Bard
A jack-of-all trades adventurer. The Bard has some skill in thievery, fighting and even a very little magic. A Bard is usually something of an opportunistic character, wandering from town to town looking for ways and means to get a little further ahead in whatever 'quest' happens to have taken their fancy.
Races: E / M
Treasure: 80 silvers
Skill: +1 Thievery
Bonus: Can cast Lesser Magic Spells (see below)
and +1 wound rank for one attack (1 Sta.).
Extra items: Leather armour (+1), Brand (short sword; Minor)

Champion
The hero of bright renown, the champion of a people, the warrior-knight par-excellence, vanquisher of foes and creatures of the dark places of the earth. Champions are that sort of hero who prefers the daring fight to the lumbering one. They are soldiers of quickness and deftness, the cultured, cultivated warrior.
Races: D / E / M
Treasure: 150 silvers
Skill: +1 Fighting
Bonus: Attack X times in a round, where X=Quickness. Reduce all wounds inflicted by one rank (1 Sta.).
Extra items: Scale armour (+2), Glaive (long sword; Moderate)

Crafter
The magic-makers and the charm-crafters of the world. The Crafter is the smith whose arts smith magic into the tools, weapons and devices of the mighty. Most Crafts will have deep roots in a community, a town or a city, but will travel, often to bring their crafts to those who are in need or those who can pay, depending on the nature of the Crafter. The arts of Crafting, however, also require certain elements and sometimes that a thing be Crafted in a place or at a time or under the right alignment of stars, and this too can force the Crafter abroad.
Races: D / E
Treasure: 200 silvers
Skill: +1 Craft
Bonus: Lorecrafting and Willcrafting: Can make Masterwork or Enchanted items with appropriate time and materials.
Extra items: Craftsmen's Tools and Roll twice on Random Treasure Table

Folk-Hero
The serendipitous hero, the champion of common origins, but uncommon bravery. The Folk-Hero never wants to be grand or glorious, famous or daring, but finds these things thrust upon them. Folk-Heroes share, if nothing else, a sense of what is right and what is wrong and what is good, common sense. Against their own good, the Folk-Hero will not be able to stand by and watch injustice or suffering but will act in their hopeful way to help.
Races: H / M
Treasure: 40 silvers
Skill: +1 Charm
Bonus: Change a failed roll to a success (1 Sta.).
Extra items: Sling and stones (Minor) and Roll once on Random Treasure Table

Guardian
The protector of the weak and the defender of the helpless. The Guardian is the most stalwart of warriors, ready to withstand an onslaught of attack and only wade deeper into the affray. Slow and steady soldiers, Guardians rely on their ability to absorb and evade injury, grinding their opponents down over time.
Races: D / H-O / M
Treasure: 100 silvers
Skill: +1 Fortitude
Bonus: Increase natural AR by 3 (passive). As long as you are on foot you can choose to guard another character. Melee attacks cannot be directed against a guarded character, and no can the character make melee attacks. Guarded characters can, however, use ranged weapons or magic, and similarly, they can be targeted by ranged weapons and magic.
Extra items: Scale armour (+2), Helm (+1), Shield (+1) Glaive (Moderate)

Huntsman
Trackers, archers and hunters of the woods and mountains wild. The Huntsman or Huntress is the survivor and warrior of the forests. They are able to near-vanish wherever the leaves are green and hone their skills of tracking to the point of preternatural talent.
Races: E / M
Treasure: 50 silvers
Skill: +1 Ranging
Bonus: Hide perfectly in wilderness (1 Sta.).
Extra items: Bow (Moderate), Quiver and 12 arrows, Helm (+1), Furs (+1)

Loremaster
Magic is a subtle thing. Indeed, what others mistake for 'magic', you know to be the arts and crafts of those persons who understand the deeper meanings of things. There is nothing supernatural about magic at all--magic is imminently natural, it is the use and where darker magic is involved, the abuse, of the secret laws of nature.
Races: E / M
Treasure: 120 silvers
Skill: +1 Lore
Bonus: Character can cast magic spells (see below).
Extra items: Roll once on Random Treasure Table

Rogue
Not all warriors are honourable, and not all soldiers fight with heavy arms and under the burden of heavy armour. Rogues are the ruffians, thieves, brigands and tricksters of the world, preferring a victorious fight to a fair one.
Races: H-O / M
Treasure: 80 silvers
Skill: +1 Evade
Bonus: Automatically dodge an attack (1 Sta.).
Extra items: Leather armour (+1), brand (short sword; Minor), dagger (Minor)

Sneakthief
The sneakthief is the thief who steals not by force, but by stealth and misdirection. If anything, a sneakthief may be abhorred by violence, considering thievery to be far worse the lesser of two evils.
Races: H / H-O / M
Treasure: 80 silvers
Skill: +1 Thievery
Bonus: Hide perfectly in shadows or dark (1 Sta.).
Extra items: Thief's tools, dagger (Minor)

Warder
Wards of the land, patrollers of the wild-lands and keepers of the peace when they can, warriors for the free-peoples when they must. Warders range the lands, hunting out the forces of darkness and meeting with them. Where other fighters are primarily duellists, the Warder, by their lonely nature and few numbers are often forced to fight against overwhelming odds and excel at holding off multiple opponents.
Races: H / H-O / M
Treasure: 80 silvers
Skill: +1 Archery
Bonus: No penalty fighting multiple opponents (passive).
Extra items: Scale armour (+2), Leather cloak (+1), Glaive (long sword; Moderate)

Multi-Classing: Allowed at the Gamesmaster's discretion. If you Multi-Class you gain the bonuses for each Class you take, but have to pick an additional Motive for each class past the first (i.e. 2 Classes = 2 Motives). To advance a Level you need to satisfy the tasks for all your Motives.

Random Treasure Table
1 Old Iron Dagger: Glows when undead are near. Can harm undead (Minor).
2 Bow, quiver and 12 arrows
3 Shield of Iron-Bound Ash: +4 AR
4 Pipe and pipeweed: Restores 10 Power, can be portioned out
5 Potion of Prowess: Restores 10 Toughness, can be portioned out
6 Black arrow: Automatic hit when fired from a bow and +1 Wound Level
7 Hefty Dwarven Axe: (Severe)
8 Bright Glaive of War: (Long sword, Moderate)
9 Hauberk of Bright Mail: +3 AR
10 Horn of War: Enemies who have not yet taken an action have their turns moved to end of the round during battle when horn is blown (1 Sta.)
11 Elven cloak: (+1 AR) Allows wearer to Hide in Wilderness (1 Sta.)
12 Herbal remedy: Cures poison five times, can be provisioned out.
13 Herbal remedy: Cures poison five times, can be provisioned out.
14 Moonsilver Dagger: Capable of harming enchanted creatures (Moderate)
15 Mail of Fine Mesh: Shirt of silvery metal armour. Very light (+3 AR)
16 Elf-made sword: Glows when orcs and goblins are near (Severe)
17 Wearisome Boots: Allow you to walk all day without tiring
18 Gold brooch: Cloak brooch worth 250 silver coins
19 Healing salve: Salve that will heal 5 wounds that can be portioned out
20 Healing waters: Potion that will heal 10 toughness that can be portioned out

Chargen #2

PostPosted: Mon May 24, 2010 1:23 am
by Chris Johnstone
Step Three: Attributes
Spellwoven uses four basic Attributes to help define the capabilities of a Character. Attributes represent your innate ability in a particular area, and generally cannot be improved through training or experience over time. The Attributes used in Spellwoven are Mind, Presence, Quickness and Sinew.
Allocate ranks, one (worst) to four (best) to each of your four Attributes. These are:
Mind: Intelligence, wisdom and knowledge
Presence: Social skills, charisma, guile and manipulation
Quickness: Deceptive skills, quickness, stealth and sleight of hand
Sinew: Physical prowess, brute strength and endurance

Attribute Test: Roll a d20 dice pool equal to your Attribute being tested. Roll 3 or under to succeed (3 is the default difficulty. One pass needed to succeed).

Step Four: Skills
Skills are specific talents that can be improved through training and experience. All skills start at Rank 3. First, add your race bonuses to these skills:
Archery (Quickness): Ranged combat
Charm (Presence): Social charisma and persuasiveness
Craft (Mind): Making things
Evade (Quickness): Dodging or parrying
Fighting (Sinew): Close combat and battle
Fortitude (Sinew): Strength and endurance
Lore (Mind): General knowledge
Ranging (Mind): Track, forage, hide in wilds
Sport (Sinew): Climbing, horse riding, swimming and running.
Subterfuge (Quickness): Hide, sneak and traceless movement
Thievery (Quickness): Picking locks, disarming traps, pilfering
Vigilance (Mind): Awareness and perception
Warfare (Mind): Tactics and strategy in war.
Willpower (Mind): Strength of mind and determination
Wit (Presence): Quickness of mind, reaction time, social cunning
Worldliness (Presence): Urban skills, street-wise, haggle

Descended +2 to one skill, +1 to 3 skills
Dwarf: +2 Fighting, +1 Vigilance
Elf: +2 Lore, +1 Willpower
Halfling: +2 Quickness, +1 Subterfuge
Half-Orc: +2 Fighting, +1 Subterfuge
Man: +2 Worldliness, +1 Fighting

Now, add your sub-race bonuses…
Men: Harrowmen: (+1 Fortitude), Marchvelders: (+1 Sport), Nordingmen: (+1 Fighting), Seahavenlords: (+1 Wayfaring), Southron: (+1 Lore), Valemen: (+1 Charm), Witchlanders: (+1 Willpower), Woodlanders: (+1 Ranging).
Halfings: Wildwood Halflings: (+1 Evade), Underhill Halflings: (+1 Charm), Townfellow Halflings: (+1 Worldliness).
Dwerrow: Scrawn Dwerrow: (+1 Ranging), Iron Dwerrow: (+1 Fortitude), Hill Dwerrow: (+1 Worldliness), Mountain Dwerrow: (+1 Craft).
Elves: High Elves: (+1 Lore), Grey Elves: (+1 Wayfaring), Sylvan Elves: (+1 Ranging).
Half-Orcs: Goblin-Men: (+1 Evade), Man-Orc: (+1 Fighting), Troll-Blood: (+1 Fighting, +1 Fortitude, -1 Lore, -1 Wit).

And class bonuses…
Armiger: +1 Fighting
Bard: +1 Thievery
Champion: +1 Fighting
Crafter: +1 Craft
Folk-Hero: +1 Charm
Guardian: +1 Fortitude
Huntsman: +1 Ranging
Loremaster: +1 Lore
Rogue: +1 Evade
Sneakthief: +1 Thievery
Warder: +1 Archery

Finally, spread 6 bonus points across your skills.

Sub-Skills: Combat
The combat skills Fighting and Archery are associated with a set of sub-skills. Sub-skills allow a Character to become more specialized in a particular field of arms. Sub-skills are limited to Rank Five for new Characters and add to your Test of Skill in specific attacks where they are relevant. For example, if you have a Sinew of 3, Fighting 8 and One-Handed Edged 2, then when using a sword you test 3d20 (Sinew) against 10 (8+2). If using a mace you wouldn't get the 2 bonus from One-Handed Edged, so test 3d20 (Sinew) against a difficulty of 8 (Fighting) (this is assuming you have no ranks in One-Handed Blunt). Spread 5 points on Combat sub-skills, split any way.

Unarmed (Fighting) Fighting without weapons
Daggerplay (Fighting) Fighting with a short knife or dagger
One-Handed Edged (Fighting) Fighting with swords and scimitars
One-Handed Hack (Fighting) Fighting with axes and mattocks
One-Handed Blunt (Fighting) Fighting with maces and hammers
Two-Handed (Fighting) Fighting with large double-handed weapons
Pole-Arm (Fighting) Fighting with spears or quarterstaffs
Bow (Archery) Using a bow in battle
Sling (Archery) Using a sling and stones
Thrown (Archery) A thrown weapon

Step Five: General Stats
General Stats help define some parameters like health and endurance that will be important during the game.
Toughness: (Tou.) Start with maximum (equal to Sinew +3).
Stamina: (Sta.) Start with maximum (equal to Sinew +3).
Power: (Pow.) Start with maximum (equal to Mind +3).
Mind: (Mind) Start with maximum (equal to Mind +3).
Wound Threshold: (WT) Sinew 1 = Moderate. Sinew 2 = Severe. Sinew 3 = Grave. Sinew 4 = Critical.
Shadow: (Sha.) Start with zero. Shadow measures your corruption by evil.
Doom: (Doom) Start with zero. Doom measures your raw history-changing power, destiny and fate.
Armour and Wound Ratings: (AR and WR) Wound Ratings are specific to each weapon you own and are ranked: Minor, Moderate, Severe, Grave, Critical and Mortal. You have a single Armour Rating equal to your Sinew (natural damage resistance) plus any bonuses you have from worn armour.

Step Six: Wealth and equipment
Add any bonus Class equipment to the following starting equipment:
Dagger (Minor)
Three torches
Flint and tinder
Waterskin
Beltpouch
Pack
Clothing

Additional items can be purchased using the Character's starting silver:

Travel
Donkey (prices yet to be added)
Horse
Wagon, two-wheel
Wagon, four-wheel

General
Beltpouch (prices yet to be added)
Blanket
Chain, 12 foot
Craftsmen's Tools
Cooking equipment
Food, good meal
Food, trail rations (one week)
Herbal remedy, disease, 5 uses
Herbal remedy, poison, 5 uses
Horse feed (one week)
Horsewhip
Ink, quills and parchment
Knife (Minor)
Lamp (clay)
Lamp (brass)
Lamp oil
Musical Instrument
Pack
Panniers (for donkey)
Pickaxe
Rope, 24 foot
Saddle & Bridle
Saddlebags
Stakes, iron
Tent
Torch
Waterskin

Clothing and Riches
Armband (prices yet to be added)
Cloak
Cloak, Leather (+1)
Cloak Brooch
Clothing, rich
Comb
Dress
Furs (+1)
Furs, rich (+1)
Hairpin
Hat
Necklace

Weapons
Arrows, 12 N/A
Battle-axe Severe
Bow, small- Minor
Bow, long- Moderate
Bow, war- Severe
Burning Torch Minor*
Cudgel Minor
Dagger Minor
Dirk Minor
Hand-Axe Moderate
Long-Knife Minor
Mace Moderate
Mattock Severe
Sling Minor**
Spear Moderate
Staff Minor
Sword, brand Minor
Sword, glaive Moderate
Sword, semiturge Moderate
Sword, falchion Moderate
Sword, of war Severe
Quiver, holds 12 N/A

* Severe vs Undead
** Moderate if used by a Halfling
Swords: Brand = short sword. Glaive = longsword. Semiturge = scimitar. Falchion = a heavy, hacking sword. Sword of War = Two-handed sword.

Armour
Leather: +1 AR
Scale: +2 AR
Chain: +3 AR
Plate: +4 AR
Helm: +1 AR
Furs: +1 AR*
Breastplate: +1 AR*
Shield, small: +1 AR**
Shield, large: +2 AR**

* Furs and breastplates can be worn over other armour.
** Characters with shields get a second bonus Evasion each round that does not require a cost in Stamina to execute (i.e. normally you get one 'free' Test of Evasion to avoid a blow during each round. A shield gives you two such tests. Any extra tests past this number cost 1 sta.)

Chargen #3

PostPosted: Mon May 24, 2010 1:24 am
by Chris Johnstone
Step Nine: Magic and Theme
This step is relevant only to Bards and Lorekeepers.

Theme: Pick a theme. Examples: Air and Storms ▪ Autumn ▪ Birds and Beasts ▪ Darkness and Shadows ▪ Day ▪ Earth, Tree and Leaf ▪ Fire, Smoke and Light ▪ Frost and Snow ▪ Night ▪ Spring ▪ Summer ▪ Water and Rains ▪ Winter). When you describe a spell so that it matches your theme: reduce Cost by 2 (cannot drop below zero).

Mode: Pick one of the following Modes of Spellcasting to be your personal Mode. You can still cast spells without being able to enact your Mode (i.e. if you lose your staff for example) but Cost is increased by 3. If you use your personal Mode in a spell, Cost is unchanged. If you use all three Modes in a spell Cost is reduced by 1 but your Action is moved to the end of the Round.
Device: A staff, a wand, a ritual sword, a ring etc. You can replace the device if you lose it by taking a week to craft a new Device in the same form.
Motion: A dance, movement of hands or ritual movement.
Voice: Spoken word, chants or songs.

Human Spellweavers: All Elves and Descended Powers have an inherent capacity for magic, but Men only acquire magical talent through unusual circumstances or bloodlines. At Gamesmaster's discretion either roll on the following table or pick the background that best suits your human spellworker.
1-5 Elven Blood: All Elves have an inherent capacity for magic. Any individual of another race may inherent some magic if they have ancestral Elven blood.
6-8: Demonic Blood: Some are part-demons or have demonic magic in their veins. In Spellwoven demons are evil spirits that have taken physical form, sometimes human, more often bestial.
9-11 Lineage: Some bloodlines of otherwise non-magical folk have acquired magical skills through long contact with a magical place, object, ritual or spirit. This gives rise to the untrue belief in some circles that human sorcerers are in fact another race apart. Magic is usually dominant in a bloodline, but is sometimes erratic and can skip generations.
12-14 Pawn of Greater Things: Some non-magical people are transformed into magical beings by uncanny powers, powerful spirits, elder gods or cosmic entities, usually for ulterior reasons that are not in the interest of the mortal.
15-17 Artefact of Power: Non-magical folk can become magical through the possession and wielding of a powerful magical artefact.
18-20 Aspect: Some magicians gain their power from an enchanted place or a connection to an aspect of time or landscape. A magician whose magic is bound to a place will lose all power if that place is abandoned. However, if aspected to a time of day or element of nature, then the magician will only be able to cast magic under specific circumstances, for example, in shadows, in forests, at dusk or dawn, at night, during the day, under open sky etc.

Elven and Descended Spellweavers
All Elves and Descended Powers can cast at Lesser spells, but unless an Character is a Bard or a Loremaster, they do not gain a magical Theme. Elven and Descended Bards can cast both Lesser and Greater Spells. Elven and Descended Loremasters get a bonus +2 to Power.

Sub-skills: Magical
Only Bards and Loremasters have access to Magical Sub-skills. These function in a similar way to Combat Sub-skills described under the Skills heading above. Sub-skills are limited to Rank 5. Add three points to Magical Sub-skills, split any way.

Arts of Enchantment (Goetia)
Barring of Ways (Goetia)
Binding (Goetia) Requires Sorcerer Talent (Dark Magic)
Befriend of Spirit (Goetia)
Disguise (Goetia)
Domination of Will (Goetia) Requires Sorcerer Talent (Dark Magic)
Foresight and Prophecy (Magia) Requires Gift of Prophecy Talent
Hallowing (Goetia)
Healing (Magia) Elves only (at Gamesmaster's discretion)
Insight (Goetia)
Magery (Magia)
Oaths and Curses (Magia)
Skin-Changing (Magia)
Weather-Mastery (Magia)

Step Six: Motives
You need to choose one motive for your character from the following list. These motives will be extremely important once you begin play, because the motives you choose become a yardstick to measure how your Character advances in life. The motives are Enjoyment, Favour, Feats of Magic, Glory in Battle, Heroics, Honour, Justice, Power, Riches, Renown and Wayfaring.
If you choose to take two Classes instead of the more standard single class, then you need to pick two Motives. Characters do not normally have more than two classes, but if your Gamesmaster allows you to pick three Classes then three Motives are required.

Enjoyment: You love life and want to live it to the fullest. You want nothing more than to drink, sing and be merry, to eat fine food, to bed fine woman (or men), and to do it all over again tomorrow.

Favour: You crave the one thing that will guarantee a life in bliss and enjoyment long into the afterlife – the favour of the gods and goddesses themselves. It may be one particular god, or each and every one, but whenever you can further the cause of a god, you will. You would sacrifice yourself to them, if it would mean their eyes turn in kindness to you.

Feats of Magic: You are a seeker of sorcerous power, you want to be the wizard’s wizard, the archmage, the chief of wizards. Class Note:--Restricted to Lorekeepers only.

Glory in Battle: You are motivated by seeking glory in battle, you want to be the beloved of the blood stained god, the warrior who without fear in battle sings songs of war and delights in the wrath of sword and axe.

Heroics: You want to make a name for your self as a hero, as the champion of the downtrodden, as a name that speaks of great deeds, and glorious victories.

Honour: You hold personal honour dear. You will not allow others to sully your good name, your clan, kith or kin or king. Insults and suggestions that you are incapable of anything, must be met with proof that the naysayers are fools.

Justice: Law and order, the upholding of council judgements, the right of each man to a fair trial, and the right of a family to wergild. These are you most cherished ideals.

Power: You want nothing more or less than power itself. You want the swine of the earth to grovel before you, kingdoms shall fall, the brave the tremble – yours shall be the iron fist of the ruler.

Riches: Gold, and gems, silver and trickets, and every glittering thing in the world. Some say wealth does not buy happiness. You know better. To live the life you want you need coin. And lots of them.

Renown: Fame is the most powerful and tenuous of things. One day you are lauded throughout the land. The next a has-been. But that is not for you. You want your name to roll through the centuries, to be on the tongues of bards for a hundred thousand years, to be the stuff of legend.

Wayfaring: What lies over the next hill? Around the next bend in the road? What if we take the road less travelled. And has anyone been to myrkkanwood, or to the land of trolls and dragons? No? Then please, simply point the way and you shall be off.

Step Seven: Background
Before starting play, you may want to think over and fill in a number of minor details. This section provides a number of optional ways to add some additional colour and interest to your story.

Quirks
Quirks are minor facets of your character, proclivities, likes, dislikes, eccentricies or small fears. Quirks might include 'likes the colour green', 'dislikes dogs', 'has never seen the sea and wants to', 'likes forests', 'discerning ale drinker', 'good sense of humour', 'likes to tell a good yarn' and so on and so on. You can nominate up to three Quirks for your character. For each Quirk you pick add one point to a Skill. You can't increase a single skill by one than one point in this way.

Wanderer's Tale
Why are you living the life adventurous, on the road and travelling? Either pick one from the following table or roll if you can't decide.
1 Simple wanderlust: too many tales around the hearth
2 Seeking to avenge a wrong committed against you
3 Seeking to put right a wrong you committed
4 Fleeing from a crime and the law
5 A sworn oath that you shall not rest until…
6 True Love
7 On the command of a lord or king
8 By the intervention of a supernatural power
9 You are seeking a lost treasure
10 You are seeking to restore your lost home
11 You wish to slay a power or monster that slaughtered your ancestors
12 You are haunted by a wight or wraith
13 You have made a bad bargain with a dark power and are fleeing it
14 A person or power wants revenge against you
15 You have a map, key or secret knowledge relating to a great treasure
16 Wondrous, but mysterious visions or dreams plague you
17 You are searching for your lost brothers, sisters etc
18 Instigated by a group of travellers, gypsies or tinkers
19 You've been picked for a job due to special skills you may not know you have
20 You own an object that must be destroyed for the sake of all free peoples

Chargen #4

PostPosted: Mon May 24, 2010 1:26 am
by Chris Johnstone
Personal Talent
Pick one bonus Talent to add to your Character. Some Talents are duplicates of Class talents but cost more to use (i.e. duplicate Talents are overall better if gained as a Class Talent than if acquired here as a Personal Talent).

Ally: You acquire an ally or group of allies that are of reasonable power. Consult the Gamesmaster with your ideas.
Arms of War: Gain a skilfully wrought (but non-magical) weapon of choice. Such weapons add +1 to your weapon sub-skill when used.
Careful: Add +2 to your natural AR.
Catfall: Fall 30m unharmed. Costs 1Sta.
Clear Sight: Not tricked by illusions.
Dauntless: Add +2 to Willpower Skill.
Eldritch Eyes: Can see invisible things.
Eyes of Night: Can see perfectly under moon or starlight but not in total darkness.
Fair: Very beautiful or handsome. Add +3 to Charm.
Fleetness: Can walk without leaving footprints, can walk on snow, sand or mud as if it were a hard surface (elves only).
Gladdening: Unusually resilient to Shadow, corruption and dark magic of the mind. Gain a +3 temporary bonus to the relevant skill when rolling to resit these things.
Hale: Add +2 to Toughness
Healing: You have skills of healing with herbs and other arts. With careful ministering you can heal a person's wounds at twice the usual rate.
Hide in Shadows: Hide perfectly in darkness on a successful Test of Quickness+Subterfuge. Costs 2 sta. to use.
Hoard: You own a substantial trove of gold and silver worth 500 silver coins.
Indomitable: Cannot be commanded by Domination of Will
Intuit Direction: You always know the direction of the cardinal points.
Keen Senses: You have unusually acute sight, hearing and smell. Add +2 to Vigilance.
Light of Eyes: You have inherited from your lineage the subtle ability to discern truth and read intentions in the light of other people's eyes. You have to be able to see the person you wish to read. Costs 2 sta. to use.
Lorecrafting: You can craft wondrous artefacts through your knowledge of secret arts, crafts and practices of the forge. Lorecrafted items count as Enchanted, but are seldom of great power. Usually restricted to Elves, Descended Powers and Dwerrow. Men may have this Talent at the Gamesmaster's discretion.
Mighty Blow: +1 wound rank for one attack. Costs 2 Sta.
Nature's Power: Natural animals friendly: 8/20. Animals under the sway of shadow, such as most wolves, are immune to this Talent.
Prophetic Gifts: Gain the ability to use Foresight and Prophecy (see the chapter on Magic; Bards and Loremasters only).
Quick to Heal: You naturally heal at twice the usual rate. However, the Talent Healing has no effect on you (i.e. you healing can't be accelerated to four-times the natural rate by using both Talents).
Quick of Wit: +3 bonus to initiative
Remarkable Aptitude: +1 to an Attribute
Sending: You have a charmed power for sending and receiving thoughts or answers. If you send to someone who does not have the Sending Talent, the cost is 2 sta. Sending between characters who both possess Sending costs 1 sta.
Sense Power: You immediately and automatically sense when a person or thing that has magical power enters your presence.
Serendipity: You have a strange and potent luck. You can choose to change any failed dice roll into a success as long as you pay the cost of 2 sta.
Shape-Change: Gain the ability to use Skin-Changing Magic (see the chapter on Magic; Bards and Loremasters only).
Silver Tongue: Add +2 to Wit.
Skilled: +3 to a Skill
Sneak Attack: +3 to relevant Weapon Skill when target is unaware
Songs of Power: A Song of Power reduces the drain of magic-working, but prolongs the time needed to work the magic. A Song of Power reduces a spell's Cost by 2, but moves your action to the end of the round (Cost reduction is in addition to that reduction gained by using all three spellcasting Modes).
Sure Eye: Spread 4 points split any way on Archery, Vigilance and Ranging.
Stalwart: Gain a bonus Minor and Moderate Wound Slot (i.e. you have 4 minor and 3 Moderate Wound Slots).
Stout of Heart: Spread 3 points split any way between Fortitude and Fighting.
Tireless: Add +3 to Stamina.
Unfearing of Ghosts: You have no fear of the dead.
Wild Stealth: Hide perfectly in wilderness on a successful Test of Quickness+Subterfuge. Costs 2 sta. to use.
Willcrafting: You can craft enchanted artefacts by imbuing them with a little of your own will or desire.
Word of Command: Loremasters only. A Word of Command takes less time to cast than a normal spell but is more exhausting. If you work a spell through a Word of Command your action is moved to the start of the round, but this costs 2 Stamina to invoke. You must declare that you are going to work of Word of Command before rolling initiative at the start of a new round. Words of Command are effectively a form of device known only to some casters. They cannot be used in conjunction with Songs or Power or other Devices.

Secret Histories
As an optional part of Character Creation, Players may spend 5 points on Secret Histories. Confer with your Gamesmaster on this. Secret histories are bits of lost lore or knowledge that are known only to a few. They can be dealt with in the game in two ways:
- A Player's purchasing a Secret History does not affect whether or not it is true--all Secret Histories are true, but forgotten.
- A Player's purchasing a Secret History makes it true.

Secret Histories
(only one example so far. More to be added...)

The Black Reivers (1 pt.)
In elder days four lords of war were bribed and tempted into the service of the Warlock Lord of Orock Nar. The Warlock Lord worked sorcery on them so that their form was accursed and they slipped into shadow. Their will was bound to one of four swords, and these the Lord of Deepening Shadows kept in his grey fortress at Orock Nar. Whoever possesses the swords gains mastery over each of the Black Reivers, but the swords were scattered and lost in the days following the fall of Orock Nor and their whereabouts is lost too. But, this does not prevent the Black Reivers from walking the earth. They have no master now, and though they despise and hate one another, they are still bound by the will of the Warlock Lord to work in his service and one day perhaps resurrect his soul.
Their names are lost now, and the Warlock Lord was slain in battle long ago. Each of the Black Reivers has the appearance of a lord in full black regalia of war under a tattered cloak. They have no abode or lair and for the most part avoid one-another.

1 pt. One of the Black Reivers is searching not only for his own master-sword, but for all the master-swords. He has set upon a path to gain mastery over his fellow three wraiths and raise himself up as a new lord of shadows.

1 pt. The swords are enchanted and appear to be of Elven make. They are unusually cold to touch and their silver blades are ribboned with black metal. To summon and command the Black Reiver, the owner of the sword must speak the wraith's mortal name three times.

1 pt. Gain knowledge of one of the names of the Black Reivers. Their mortal names were Celas, Duhil, Elammal and Farcaramen.

1 pt. You know the location of one of the swords.

1 pt. The swords can be unmade and thereby the Black Reivers can be severed from the mortal world and destroyed. But, the swords can only be destroyed whence they were made. Each sword was crafted from dwarf silver and lightning on the peak of the Ashen Mountain. There is an anvil in the snow there, and if a sword is smashed against the anvil it will shatter, returning to dust and lightning again.


Optional Player Races
A part of the idea that gave rise to Spellwoven was to create a game that had its basic framework a Tolkienesque setting, but to which could be added other setting ideas in a modular way. Most roleplaying games work in this way to some degree, and Spellwoven certainly isn't unique in this respect. However, the object was to add modular parts that fitted with an overall Tolkienesque theme--this meant taking names and ideas from English folklore and trying to retain the feeling that the stories being told could be part of the forgotten legends of England. To that end, the following are some optional Player Races. These, it should be emphasized are strictly optional. They are included in the setting only at the Gamesmaster's discretion.

Optional Player Races
Dobbe: Citified Hobbe. Dobbes live among men, sometimes in communities of their own, sometimes mingled among the houses of men. They are relatives of Halflings, about the same height, but more given to town-life, trading and crafting (+2 Craft, +1 Worldliness). Classes: Crafter, Folk-Hero, Rogue, Sneakthief or Warden.
Barn Dobbe: +1 Craft
Grey Dobbe: +1 Worldliness
Field Dobbe: +1 Ranging

Fay: Creatures of romance and enchantment. Born not in the world, but before it, Fay do not love the world as do the Elves and Dwerrow and Men who are born a part of it. Fay were in the dawn before time, attendants of certain of the Great Powers. They are not Descended Powers per se, have taken a form that is unique and can reproduce with other people, but only rarely among themselves--Half-Fay children are far more common than full Fay. Fay have the appearance of strikingly tall, beautiful humans, and might be mistaken for ancient sorcerers, witches or lords of men by the ignorant. (+2 Lore, +1 Charm). Magic: All Fay can use magic. Fay that are not Bards or Loremasters can cast Lesser Spells. Fay Bards can cast Lesser and Greater spells. Fay Loremasters get a +2 bonus to Power. The cost of casting Goetia is reduced by 1 point for all Fay. Classes: All.
Twilight Fay: +1 Lore
Fulgent Fay: +1 Charm
Red Fay: +1 Fighting

Ganfir: Although homely, friendly creatures, Ganfir have a frightening appearance that often causes fright. These stout relatives of Dwerrow are covered in thick hair and have glistening black eyes and carry an inherently frightening air about them. Often solitary, living in loose communities of shepherds in the high hills, Ganfir are avoided and feared by most folk, especially Men, who take them for an evil thing, which they are not (Ranging +3, Subterfuge +2, Fortitude +1). Classes: Armiger, Crafter, Folk-Hero, Huntsman, Rogue, Sneakthief or Warden.
Highland Ganfir: +1 Vigilance
Moor Ganfir: +1 Ranging

Gawk: Awkward creatures. Given to painted magic. Gawks are thin, gangly creatures of the mountains and mists. They live in secluded settlements high in the clouds, have dead white skin and red hair. They are given to working magic through painting crude runes and magical sigils onto skin, rock or wood. Gawk Bards or Loremasters can use the Mode 'Painted Magic'. Painted Magic moves a spell to the end of a round and reduces the Cost by 4 (Craft +2, Ranging +1). Classes: Bard, Champion, Crafter, Folk-Hero, Guardian, Huntsman, Loremaster, or Warden.
Scavenger Gawk: +1 Crafting
Troublesome Gawk: +1 Thievery

Grig: Merry creatures who are skilled with dancing magic. Grig are goblin-like creatures, vagrants and wanderers. They travel in carnival processions from town to town as tinkers and whitesmiths, entertainers and sometimes also thieves. Grig, when dancing together, can work a sort of communal Goetia magic that can enthral and entrap onlookers. Elves and Fay are immune to this magic, but all other people have to make a Test of Willpower+Mind to resist the urge to join in dancing with Grigs. If a person dances all night with Grig he or she falls under the Grig's power and will be compelled to do as they are commanded. Grig have an unpleasant reputation for this reason, and although a solitary Grig cannot entrap anyone with dance, they are mistrusted. All Grig have the Talent Silver Tongue (Sport +2, Wit +1). Classes: Bard, Champion, Crafter, Rogue or Sneakthief.
Wood Grig: +1 Ranging
Merry Grig: +1 Wit

Half-Fay: The offspring of Fay and Humans parents. Half-Fay have a lifespan twice that of humans, an unnatural beauty and skill for wit, but none of the magic of the Fay (Charm +2, Wit +1). Classes: All.
Twilight Half-Fay: +1 Lore
Fulgent Half-Fay: +1 Charm
Red Half-Fay: +1 Fighting

Hobbady-Lanthorn: Night and swamp-dwelling hobbes. Sometimes called simply Hobbady, these folk are pale of skin, quiet and secretive. They can see perfectly under stars and moon and are skilled at moving around treacherous bogs. No Hobbady will ever drown or become lost in a swamp. All Hobady-Lanthorn are possessed of a small magic that allows them to summon a ghostly were-light by concentration of will (Subterfuge +2, Vigilance +1). Classes: Champion, Crafter, Folk-Hero, Huntsman, Rogue or Sneakthief.
Hobbady o' Moors: +1 Vigilance
Hobbady o' Fens: +1 Fortitude

Hobbe o' the Hurst (woods): Secretive woodland hobbes. The Hobbe of the Hurst are woodland-living, wild relatives of Halflings. They are more given to secrecy and avoiding strangers, and are adept at vanishing at will (Ranging +2, Vigilance +1). All Hobbe of the Hurst have the Talent Wild Stealth. Classes: Champion, Crafter, Folk-Hero, Huntsman, Rogue Sneakthief or Warden.
Gloaming Hobbe: +1 Ranging
Wildwood Hobbe: +1 Archery

Ouphe: Troll-sized friendly giants, given to hard work and fellowship. Ouphes are simple creatures and are limited to Mind 2 (Fortitude +4, Sport +1, Fighting +1). Classes: Armiger, Folk-Hero or Guardian.
Town Ouphe: +1 Worldliness
Country Ouphe: +1 Ranging

Portune: A dying folk, resolutely struggling against encroachment into their lands. Portune are distant relatives of dwerrow, though are more given to love of the open woodlands and farms, and are typically thinner and wirier of frame. Long ago, Portune held vast kingdoms in the lowlands, but invasions by Men over the centuries have pushed them farther and farther into inhospitable lands. Portune now live in remote moors and scattered kingdoms. They have become an iron-willed people, unwilling to give up even a single inch more of their land without bitter fighting. All Portune possess a talent for the language of birds and can understand (but not speak) this tongue (Fighting +2, Vigilance +1). Classes: Armiger, Bard, Champion, Crafter, Folk-Hero, Guardian, Huntsman, Rogue Sneakthief or Warden.
Highland Portune: +1 Vigilance
Bleak Portune: +1 Archery
Fens Portune: +1 Subterfuge

Puck: Tricksters and illusionists of excellence. Puck are the only creatures that can cast illusions that trick elves. Puck are partly hairy, goblin-like creatures, gangly and thin, with wide grinning mouths, elfin ears and glittering playful eyes. They have a bad reputation as thieves and vagabonds, but are not as a rule evil. All Puck can cast Lesser Goetia spells. Puck Bards can cast Lesser and Greater Goetia (but are restricted to Lesser Spells of Magia). Puck Loremasters get a +2 bonus to Power (Wit +2, Charm +1). Classes: Bard, Loremaster, Rogue or Sneakthief.
Hued Puck: +1 Charm
Silver Puck: +1 Lore
Shadow Puck: +1 Subterfuge

Stormkarl: Creatures of the rivers and lakes. Stormkarl are perhaps distant kindred of elves--they have an elfin look about them, but are shorter, nearer the height of a dwarf and are for this reason sometimes called Elflings. Their skin is pale and their hair so dark it almost has a shade of kelp-green to it. Stormkarls have a beautiful voice for song and a great talent for swimming and can hold their breath for up to ten minutes. Their villages are often built out over rivers and lakes and their boat-crafters are considered the finest that have ever lived. A Stormkarl Loremaster who takes the Theme Water and Rains gains +2 to Willpower (Charm +2, Sport +1). Classes: All.
River Stormkarl: +1 Fortitude
Lake Stormkarl: +1 Lore

Re: Spellwoven

PostPosted: Mon May 24, 2010 2:24 am
by SheikhJahbooty
Is it just me? I do not dig the text dump.

Aren't you the Chris Johnstone from Mythopoetic games?

Why don't you put a RTF on your web server and just post a link to it. Or there is Google Docs, or there is Scribd... Then we could read it with formatting, sweet, delicious formatting.

I'm glad to see you're still tinkering with the motive system for character advancement. I remember the first time I saw such a system was way back when, must have been in an old edition of Wayfarer's Song.

When a friend was recently showing me Legend of Anglerre, the advancement system reminded me so much of the way you've been doing it, that I thought they were borrowing ideas from you. Legend of Anglerre is a fantasy genre FATE game that lets you add a new aspect to your character if you can accomplish three tasks towards embodying that aspect, like if you want to add the aspect "wanderer" you would talk it out with the GM and together you might decide that the things you need to do is never sleep in the same place twice for three different seasons, or something like that.

Re: Spellwoven

PostPosted: Mon May 24, 2010 2:30 am
by Rob Lang
Some super ideas in there, Chris. Sadly, my eyes start to hurt reading so much text on 1km1kt. I'll look forward to a PDF.

If you are writing the game purely for yourself, then don't read the rest of this post. If you are writing to share on the net and hope some others might read and play, please read on...

May I point you at: http://www.thefreerpgblog.com/2009/12/h ... -into.html

My worry is that there won't be any components that will make it truly novel - or even different enough for another person to run. The problem is based around the difficulty of "the pitch", which is the act of the person who discovered your game making other people play it. The GM/enthusiast player might love your mechanic but they are then going to have to convince others to put away their years of D&D experience and their colourful books to play your mostly-text (most free rpgs are) homebrew. To improve your chances, do the following:

1. Describe your game in 5 words.
2. Elevator pitch, describe your game verbally in 12 seconds. Keep trying until you can.
3. Create a marketing that you might read on a post. No more than 25 words, no less than 12.
4. Draw an advert for your game on a bit of paper.

(cribbing for my up and coming guide to writing an RPG).

The hot gush of inspiration will fade and at that point you will need to believe in the game enough to finish it. Knowing what the game is, how it is different and why people would prefer it over a commercial game X will help you believe in it!

Re: Spellwoven

PostPosted: Mon May 24, 2010 8:39 am
by maledictus
As Rob said, you have to believe in your game. You can't say "my game won't be revolutionary", you have to say "my game is great for this and this, you should play it because this and this!", if you don't do this, no one would believe in your game either and no one will play it.

Re: Spellwoven

PostPosted: Tue May 25, 2010 2:08 am
by Chris Johnstone

Re: Spellwoven

PostPosted: Tue May 25, 2010 3:04 am
by SheikhJahbooty

Re: Spellwoven

PostPosted: Tue May 25, 2010 7:36 am
by Rob Lang
Chris, if you would like a place to brain dump, I can set you up a game support forum like I do for Icar. Just remember to post often! I can move this thread in there but I agree with Sheikhy, just split up the posts a bit and they will be much easier to read.

On designing for yourself...
As soon as you share a game for other's opinions, you're not designing it for yourself. It's a horrid axiom I wish was false. When you ask others to take time to read and cogitate over your game then it is by its nature shared. That's cool, that's no problem. It's why we all keep coming back.

Primarily, a pitch isn't for us, it's for you. Why spend all your time creating something that's nearly identical to the hundreds of other spell lobbing games out there? Your creative juices would be better spent on something novel, distinct and more interesting. Think of it the same as creating a concept for a character. If you don't create a good concept for a character, it might well end up a bit bland and grey.

At the very least, a pitch is useful for us: when commenting we know better what direction you're heading in.