Friday, September 6, 2013

Empire of the Flaming Moon: Character Creation (Revised)

(I realized I had got down a path I wasn't actually that interested in - pretty standard D&D play plus kimonos and katana. My initial intention with EotFM was far more "alt history with mythological touches" and not high fantasy, so before going farther, I'm making sure it's on the right track.)

All starting PCs are human.

FLAILSNAILS: magic items from other settings become mundane items of appropriate weight upon entry, or are left in interdimensional space while the PC is here - Player choice. Non-human PCs may choose at entry to appear human for the duration, but lose all racial abilities while here if so.

The average person will never see magic performed by a human except healing, and might glimpse mystical creatures only a few times in their lives. There are a few exceptions based on Buddhist and Shinto practices and spirits. The major exception is that Priests DO treat those badly injured helping their community or the exceptionally sick if their families petition the priest. Shinto and Buddhist healing magic is part of the culture and not considered an imposition of alien force into reality.

Hengeyokai are considered to be old folklore by the common people, but believed in and feared by Daimyo and Shogun of the old school. Native PCs may attempt to become Hengeyokai at death. To achieve this, they choose a native animal to attempt to possess, then roll percentile dice. If the roll is equal to or less than [CHA x (POW score or INT bonus, use higher)], they are successful and their spirit merges with the animal's mind. Other rules regarding Hengeyokai are here; if there are any discrepancies, this post you are reading now takes precedence.



Character Creation
1. Abilities and money.
Roll 3d6 in order seven times.

STR (melee attack and damage bonus)
DEX (ranged attack bonus. AC bonus)
CON (HP bonus)
INT (Languages known; interactions with written or remembered information)
WIS (Perception checks and the like)
CHA (interactions with others, the force of your personality)

You may switch one if you want. The last one x10 after any switching is starting currency, which is usually paper scripts representing an amount of rice. Currency may be copper coins minted by the Empire, depending. Foreign currency is subject to exchange rates.

Skill checks and saving throws are made by rolling under the appropriate ability score (usually with penalties). Contested rolls are won by rolling under your ability score but higher than the opponent.

Note bonuses to attacks and AC due to Ability Scores from here.

POWER: this ability score is determined by [(CON or CHA) + (INT or WIS) - 28]. It is the ability to manifest your will into a change in reality - IE magic. It has a few other uses that the Magic and Combat Styles entries will go in to.

2. HP
Roll 1d6. Yup. Add your CON bonus according to this chart.

3. Magic (beta test version)- if you have a positive POW score starting out, choose a first level spell from any book or a starting magical ability from an RPG class. I may tweak these. There are many more nuances to POW and magic in EotFM, but for now, this works. A player may decide to leave the effect open to last-minute improvisation, but agrees to acquiesce to GM interpretation of the desired effect. I'll be fair, it's not a _Wish_ spell. Note that Vancian Magic is not native to EotFM, and native characters cannot learn it on this soil.
What players with a positive POW score are doing is: Buddhism - tapping into the Universal Spirit along the Path to Knowledge and manifesting their will. Shinto - Communicating and bartering with Kami or Demons to achieve the desired effect. Shinto magic can be more powerful, but at a cost. There are more typical Magic-Users in the western style in the Dragon Kingdoms to the immediate west (think China).
As far as deities go, players are welcome to do as much or little research on Shinto and Buddhism as they want. There are many local beliefs and superstitions that permeate the setting, so having different PCs with different understandings of spirituality is fine. The basics that anyone from Nippon (the Japan of this setting) would know are: Shinto is the older native religion, and its followers believe every creature and object has a spirit, called a Kami, that the especially sensitive can communicate with and the powerful can manipulate.
Buddhists believe that all living things are part of a Universal Spirit, and that energy flows through all that can be manipulated by those in touch with oneness along the Path to Knowledge.



4. Classes? There are no classes per se. Their equivalent is the sum of your path through the origin tables and what you choose for Advancement.

5. Equipment. You may carry 1 item for every point of STR or CON (whichever is higher), plus a basic kimono. Small items (throwing stars, daggers, etc) count as 1/3 of an item, tiny objects (caltrops, nuts) give you 1 average use of the item per slot (1 throw of caltrops covering 5' well or 15' loosely is 1 item slot)

6. BACKGROUNDS
Social Class of Parents
roll 1d10
1 - Samurai Class - Nobles, elite warriors, the aristocracy
2-7 - Peasant Class - Farmers, fisherman, common laborers
8 - Artisans - craftspeople; boatwrights, swordmakers, clothing makers, makers of cooking utensils, etc
9 - Merchants - traveling traders and shop keepers are considered "parasites" and segregated.
10 - below class system

Family Fate During Childhood
Samurai
1 - Master's house dissolved; your father became a Ronin; roll on Artisans' chart for Fate During Adolescence
2 - Parents Killed; Roll on Peasant chart for Adolescence
3 - Favored of the Daimyo; you may choose your result on the Fate During Adolescence chart
4 - Political Position; your father was elevated to Daimyo status and you will inherit his position
5 - Corrupt; your parents were involved with Yakuza
6 - Warrior; your parents made sure you were tough. Add 1 to HP OR attack rolls
7-8 - Heavy Training; Gain an Attack Form


Peasants
1 - famine and heavy taxes; subtract 1 from CON
2 - famine and heavy taxes; subtract 1 from CON but also have Community below under "7-8"
3 - Corrupt; your family is involved with the Yakuza
4 - Agile: your talents were noticed by a Ninja clan, and you were taken from your parents and trained
5 - Parents Killed; roll on Below Class System chart for Adolescence
6 - Family uplifted; roll on Samurai chart for Adolescence
7-8 - Community: you always have safe haven and access to equipment on your family's farm and in your hometown; they will even hide you from Samurai, Daimyo, Yakuza, etc

Artisans
1 - boatwright; you have access to boats your family couldn't sell or a new boat at material cost
2 - swordsmith; you have access to weapons at material cost if you travel to your family's shop
3 - textiles/clothier; you have access to clothing of any profession of station if you travel to your family's shop, but they may not approve
4 - potter; the rhythms, rituals, and aesthetics of wabi-sabi have given you an understanding - gain +1 POW and have access to pottery (either rejects for free or new at cost)
5 - architect; your parents helped plan and construct houses and other structures, and you have an understanding of them
6 - performer; your parent(s) were either travelling performers or Noh actors and you have a bonus of 1 to any checks involving acting, subterfuge, or performance
7 - painter/printer; you have an understanding of art, color, how to harvest ink and brushes from nature, small-scale woodworking, and can talk aesthetics as if raised in the Samurai class
8 - abandoned; roll on the Below Class System chart for Adolescence
9 - Sword School assistant; gain an attack form and have access to a noted swordsman
10 - Raised by Strange Foreigners; gain +1 to POW but magic performed will be considered an illegal act; know a few sleight-of-hand tricks

Merchants
1 - failed business; roll on the Below Class System chart for Adolescence
2 - Successful business; double normal starting cash
3 - corrupt; family involved with Yakuza
4 - uplifted; your parents did something that impressed a Samurai and were taken on to run an estate; roll on Samurai table for Adolescence
5 - sold; raised as Ninja
6 - became farmers; roll on Peasant's chart for Adolescence
7 - trader; roll 1d4 on Artisans Childhood chart above
8 - Wildly Successful or Terrible Fate; choose another table to roll on

Below Class System - on all results, halve starting cash
1 - half starting cash again
2 - wanted by authorities
3 - butcher, undertaker, or tanner; access to meat, undertaker's business, or hides as appropriate
4 - descendant of slaves; bears a distinctive tattoo or mark
5 - hustler; +1 to CHA
6 - shop's assistant; roll on Merchant table for adolescence
7 - artists' assistant; roll on Artisan table for adolescence
8 - raised by Yakuza
9 - stole Attack Form; gain an attack form, but a (1-3) Samurai or (4) Ninja Clan wants you dead
10 - Geisha; you know the ways of the upper classes but are not of them




Family Fate During Adolescence
Samurai - NOTE: all results except "Ronin" mean you are sworn to serve your Daimyo and tied to his or her house and fate. Your movements are restricted, and your actions must be weighed, lest you decrease your Daimyo's honor and besmirch his name.
1 - Master's house dissolved; you have become a Ronin and surrounding Daimyos chose not to take you in. Everyone who knows you expects you to petition Daimyo to allow you to Seppeku in their palaces so you might die with some honor. You have no Honor points to start.
2 - Executioner in training; you crit on a 19 or 20. This may be chosen as an Advancement by Samurai characters who spend time training for it. Gain 1 Infamy.
3 - Favored of the Daimyo; you may choose any starting equipment you can carry and may petition your Daimyo for conveyances and other favors; you may go on missions you choose if you convince the Daimyo they are somehow in her/his favor. Gain 1 Honor.
4 - Political Position; you have risen in the Daimyo's house and are in charge of a certain city or trade route. Gain 2 Honor to start.
5 - Corrupt; you are involved with Yakuza and it's only a matter of time before someone figures out who's letting all that gambling occur in District 3. Gain 1 Infamy.
6 - Warrior; You have proved yourself a mighty warrior. add 1 to STR or WIS and gain 1 Honor or Infamy
7-8 - Noted: Gain 2 Honor or Infamy, or one of each.

All social classes below Samurai are forbidden from openly carrying weapons in civilized areas.

Peasants
1 - Tax Revolt! The Samurai that put down your area's tax revolt were especially cruel. You have no family farm or safe haven.
2 - Tax Revolutionary! You have no family farm, but are a member of a secret mountain camp that works to undermine the Daimyo and Shogun and free the people. Some view you as bandits, some as saviors. Gain 1 Defense Form (NOT an attack form).
3 - Yakuza thug; you owe money or are otherwise under the thumb of a low-level Yakuza boss. You're known as a thug and people fear you or come to you for contacts. Gain 1 Infamy.
4 - Genin; you are a low-level Ninja, beholden to your Clan. Genin is the rank that carries out actual missions in the field. Gain access to Ninja Weapons as starting equipment and roll on the Ninja chart below.
5 - Herbal training; gain a bonus of 2 to revive unconscious people and roll under WIS at appropriate penalties to identify poisons or make antidotes.
6 - Animal Friend; you have an animal friend who is loyal to you.
7-8 - Community: you always have safe haven and access to equipment on your family's farm and in your hometown; they will even hide you from Samurai, Daimyo, Yakuza, etc; if you already have this and want to, you may reroll. Otherwise, gain 1 Honor.




Artisans and Merchants
1 - Genin; you are a low-level Ninja, beholden to your Clan. Genin is the rank that carries out actual missions in the field. Gain access to Ninja Weapons as starting equipment and roll on the Ninja chart below. The fact that you are a Ninja is a sectret from even your closest family.
2 - Expert Smith; with facilities and enough money, you can make Master weapons in downtime. Master weapons observed in use will cause Samurai and Ninja to seek them.
3 - Armorer; you may craft armor or improvise it from what you find with a roll under INT and a plausible or entertaining description
4 - Haunted; a ghost inhabits an item you carry from your parent's shop. It sees into the physical and spirit worlds, and may have other powers. It is not necessarily a fan of you, though.
5 - Noted Craftsman; your family is known for their works, and people curry favor with you. Gain 1 CHA or Honor.
6 - performer; you are a travelling performer or Noh actor and you have a bonus of 1 to any checks involving acting, subterfuge, or performance. If you got this for Childhood you may reroll; otherwise gain 1 CHA or INT.
7 - Yakuza Thug: see #3 under Peasants
8 - Sword School student; gain 1 Attack or Defense form. A noted swordsman's pupil. Gain 1 Honor.

Below Class System - on all results, halve starting cash
1 - half starting cash again
2 - wanted by authorities
3 - Weird mentor; a strange old man sometimes appears and impart his wisdom to you, usually with a whack on the skull. Gain 1 WIS or 1 POW.
4 - Yakuza Thug; double starting cash but you've got responsibilities.
5 - Genin; see 1 under Artisans and Merchants.
6 - Good Deed; you have 1 Honor in your town of origin (only).

Samurai on horseback, wearing armor and horned helmet, carrying bow and arrows


7) HONOR AND INFAMY
Spend a point to automatically succeed on a CHA roll or decide an NPC's reaction roll result.
Spend a point to add 1 to any roll you make or subtract 1 from the roll of an enemy that can currently see your face.

8) ADVANCEMENT.
After surviving a game (at least 2.5 hours of actual play time), a PC gains one of the below:
*+1d6 HP
*Accuracy: +1 to hit (choose Melee or Ranged, only counts for that)
*Savagery: +1 to damage (choose Melee or Ranged, only counts for that)
*Master of Secrets: +1 to POWer.
*Training: pick two skills from this list. Get +1 to checks involving those skills and any relevant extra effects. You can double up on the same skill if you want to get +2, but the extra effects (if any) are not doubled if you are choosing it twice at the same time. (by "plus" I mean "roll improved; in many situations this will actually mean the roll is lowered)
*An Attack or Defense Form, if the PC has spent time training and practicing. (Attack and Defense Forms will be detailed soon)
*+1 to an ability score the PC rolled this session, to a max of 18.


Yamato Takeru dressed as a maidservant, preparing to kill the Kumaso leaders. Woodblock print on paper. Yoshitoshi, 1886.


To Do:
1. Ninja chart (for people who have results making them Ninja on the charts above to roll on at character creation. Gotta have some Ninja runaway PCs with whole Clans after them!)
2. Equipment Details
3. POW details (especially Ninja tricks)
4. Attack and Defense Forms.

I've been working at this so long that it's hard to see it right; I need other eyes on it, so here ya go!
Goal: to get everything done and play a test session by September 15th.

Wednesday, August 21, 2013

Unearthed Nostalgia: Some Tables I wrote in the '90s

Lace up your Docs and pull your spiked belt tight on those Z-Cavariccis with the 50in legs, here are some tables I wrote as a player and occasional DM in the dorm D&D game in '97 or so.

Found these in a box of old stuff the moms got out of storage. I have no idea if I was transcribing or making these up!


Tiefling Alt. Table Rolls
1. Comprehend Languages 1/day
2. Pyrotechnics 3/week
3. Infravision, 120 ft
4. +2 VS Rod, Staff, Wand
5. +2 VS Acid

1. Black eyes (no whites)
2. 3 Fingers per hand
3. Horselike tail
4. Body covered in striped markings
5. feathers instead of hair
6. leathery skin
7. horns
8. deep-set eyes

I'm still trying to figure out what this page was for, exactly. (EDIT - realized later this page is mostly batches of results from the d100 chart on the next page.)
As above, I've added numbers in case anyone wants to adapt this madness for use.
1. genderless
2. ageless
3. double normal sight (normal and Infravision)
4. 30% Magic Resistance - 1Illusions, 2Energy Drain, 3Charm/Fear/Sleep/Domination/Mind-Affecting
5. Natural AC 8ª
6. Move 15†
7. Preset Actions*
8. Preset Initiative*

* I have no idea what this means
ª Descending
† Average for humans was 12 in 2e I think

After that is a series of small lists of mostly spell-like effects. I've turned them into a Multi-column table. These may have been recording abilities of monsters in a battle or results rolled on a bigger table.





Teenage Joey, I'm proud of you. A gorram d100 chart. Now if I could only remember exactly what "Preset Action" and "Present Initiative" mean.
Clearer:




"Unfortunately, the arts aren't terribly progressive."
Larry McMurtry, speaking at University of North Texas September 30, 1997

Tuesday, August 20, 2013

Magical Mishaps and Strange Items, Because Reasons

Magical Mishaps
In cases where the effect was triggered by a spell, the lower number indicates the caster; the higher is the target. Where the effects do not refer to a spell or time limit, they are permanent until Remove Curse is cast upon the person affected.

1-2        Now fears what most desired at time of casting
3-4        next spell cast or attack made affects all in a 40ft path (only the very next, no further effect)
5-6        is Mirror Image-ed as the spell
7-8        is now holding a strange and wondrous new item
9-10      the two kiss, sacrificing all actions this round; person indicated is smitten
11-12    begins crying until calms down (~10 mins); DM knowledge-anyone touching tears is Charmed
13-14    bleeds small puppies; cannot be magically healed.
15-16    now sees beautiful spirits inside everything; is never alone, cannot bring self to kill
17-18    grows horns, tail, and forked tongue; will not be believed for one week (can convince people true things are not by asserting them; companions present may be excepted)
19-20    1-2 Sunlight or 3-4 Darkness pours from orifices

Strange Items
The Iron Skull of Abaddon - If the incantation etched on this iron skull is translated and spoken while the skull is bathed in blood, a horse with a crowned human head, women's hair, lions' teeth, wings, iron breast-plates, and a tail with a scorpion's stinger will form around it and torment for five months anyone present who does not have a protective rune, etched in the skull's mouth, branded on their forehead beforehand.

Mirrors of Friendship - Anyone gazing into one of these small hand mirrors can see and hear out of the other. 

Eminent Practical Guide of Much Breathless Happy Obsidian Plate for You - This 10in x 7in obsidian plate is activated by pressing a fingertip-sized depression near the bottom. At this point a manic, cute, breathlessly enthusiastic guide will appear in the plate and deliver a monologue of information about whatever the other side of the plate is facing. The scope, reliability, and detail of this information varies widely. The guide will respond to all questions with shallow pep talk and flattery, but will not deliver additional info or answer questions.

Gem of the Eternal Companion - when pressed to the forehead of a freshly fallen companion, this gem captures their soul. The companion so captured can manifest henceforth within 20ft of the gem as an audio-visual illusion, communicating, observing, but not attacking. Spells known before death that do not require a physical body to cast may still be cast by the captured soul. 
Once per day per [level at time of death], the captured Eternal Companion may cast one of the following: Comprehend Languages, Locate Object, ESP, Detect Invisibility, Read Magic, Message, Identify, Detect Magic. (IE If the dead soul was third level, they could cast three of the spells from the above list each day).
The soul is destroyed if the Gem is, and the person whose soul is captured or destroyed thus cannot be raised from the dead or Resurrected by any means.

Friday, August 2, 2013

A Little Break, or: Octopus Escapes Through 1in Hole


I'm going to have to take a break from running games on G+ and likely from posting here this month. 
Busy moving 12 blocks away this weekend, then selling off most of my possessions and travelling/moving across the country the last half of this month. I had hoped to finish the Empire of the Flaming Moon rules by the time I hit this wall, but alas, no. I'll pick it up again in September, and hope to have EotFM finished and running games by September 15th. 



If anyone cares, here's what I'm planning and working on:
-hopping onto G+ games when I get some unexpected time (big urge to PLAY lately)
-finishing secret dungeon in time to playtest with live group while travelling, figure out if it's sellable or just pdf it
-finish EotFM rules and run games on regular schedule for 6 weeks or so Sept-Nov
-Hopefully run this horrible Kalak-Nur dungeon sometime around Halloween
-I'm reading Rogue Trader WH40K stuff for the first time now, and hope to mash it and Confrontation (precursor to Necromunda) into an RPG I can run over G+ this winter, switching it out with EotFM when I feel like it.

The goal with running G+ games when I resume will be a set weekly or biweekly schedule, probably something like 12 or 1AM EST Tues nights/Weds mornings.



The promised octopus:

Saturday, July 27, 2013

Hengeyokai, Tanuki, Kitsune, magical animals as PCs in EotFM

Henge (変化, change) Yokai (妖怪, ghost, phantom, strange apparition)
Here's what I wrote in the first real Empire of the Flaming Moon rules post
Hengeyokai - can turn into a small animal or back 1/day/level. Feared and hunted by the Emperor and his agents.
1d4 HP.
2 - 2000 XP
3 - 4000 XP
4 - 8000 XP (& etc)
(I adjusted the level numbers to what I'm going with from now on.)

Let's go into a little more detail!
I like +Zak Smith 's ideas in his post, so I'll adapt it and summarize here. Quotation marks mean a direct quote from Zak or Oriental Adventures (the 1E book).
  • - One does not start as Hengeyokai. When a creature (including a PC) dies, on rare occasions their passion is so great that their spirit possesses a nearby animal instead of doing whatever else it was gonna do in death. The animal and spirit become one.
    • the player chooses an animal, and the DM figures out how far away one of those is. That's where the new Hengeyokai PC starts.
    • new stats are rolled, and adjusted to the player's idea of what is appropriate for that animal.
    • the new PC knows where "friends" are and how to get there, but it is up to the player what other memories from the dead PC are carried over, if any. 
    • If the dead PC's POW score was positive, this is added to HP of the new PC.
    • The new PC begins in animal form.
  • A quote from Zak/Oriental Adventures: "The traditional Eastern forms are carp, cat, crab, crane, dog, drake, fox, hare, monkey, raccoon dog, rat, and sparrow, though PCs may take the form of any animal in that size range (and no, the dog is not a great dane)."
  • The Hengeyokai has two forms: animal and human. No in between. They can change once per day per level, so if you change from human to animal at Level 1, you're in animal form until the next sunrise (or whenever you choose to change after it.) A vestige of the animal form is always present in the human, "A raccoon dog hengeyokai may have a silver stripe through his hair. A sparrow hengeyokai may have an unusually sharp nose. The choice of the exact identifying feature is left to the player and the DM."
    • "Changing form requires one complete round during which the character can do nothing else. Armor and equipment do not change form along with the hengeyokai. The character must make provisions for the storage or transportation of his equipment in some way."
  • Animal Form is as described in Zak's post, with minor modifications (mostly RE: low HP)
    • undetectable from normal animals; not an illusion
    • real animals not of their type will distrust them
    • Infravision 120 ft
    • ability to speak to animals of their kind
    • cannot use items designed for humans, clothes, armor, weapons, etc
    • have vocal capabilities of natural animal
    • can speak Hengeyokai in either form
    • half HP, round up, damage carries over point for point except for last 1 HP (if total HP is 12 and takes 8 damage in human form, will have 1 HP in animal form)
  • At 0 HP in human form, reverts to animal form and is dead. Hengeyokai that die cannot come back as a different Hengeyokai, and are truly dead.
  • Ninja and Swordsmen who die and become Hengeyokai are expected to report to and continue to serve their Clan or School, respectively, even if their new human form looks different. Samurai consider Hengeyokai dishonorable and will not come back as one.


A few people were asking me about Tanuki, and I was wondering about how I'd do Kitsune, and I think the below solves both. A Hengeyokai PC may choose this only at character creation. If this is chosen, it is their only starting template.

Animal Trickster: POW score is equal to total of Modifiers to [WIS or INT] + [CON or CHA], and is a positive score even if those ability modifiers are negative.
Requirements: WIS of below 8 or above 12
Having this template allows a character access to spells without magical training, but only spells related to illusions, polymorph, or those that affect the mind.
Forms: The animal form can be bipedal, and speak human languages. However, this behavior marks the creature as a trickster and they will typically be beaten or killed by any humans or natural animals present.
Animal Tricksters revel in pranks and deception; if they do not attempt a prank or cause someone to change their actions by deception at least [once a week or once every other game session, depending on DM preference], the great trickster Kami will take away their Trickster Animal abilities and they will become "regular" Hengeyokai, losing this template. They do not get another to replace it but continue to get templates when levels are gained.



Some links for inspiration:
http://en.wikipedia.org/wiki/Tanuki
http://en.wikipedia.org/wiki/Kitsune (gain +1 CHA after becoming Kitsune and 1 tail per level, seductions count as pranks)
http://en.wikipedia.org/wiki/Bakeneko
http://en.wikipedia.org/wiki/Tsuchigumo (Ninja clans desire spider Hengeyokai agents)

You get the idea.

A Samurai realizes with horror the spider on the wall at the meeting of rebel Daimyo could be a spy.


Thursday, July 25, 2013

Namazu (race for Empire of the Flaming Moon) and glossary

Namazu: Catfish People
A rare Namazu Samurai equipped with construction tools.

1d6 HP
-1 CON out of salt water, +1 CON in
Levels
2 - 2000 XP
3 - 4000 XP
4 - 8000 XP (& etc)
In salt water, Namazu resemble man-sized catfish. On dry land, their hind end splits into legs and the rear fins thicken and function as feet. They run and walk slowly - at 3/4 the speed of a human - due to this clumsy arrangement. When asked about the change, they are generally gruff or embarrassed; either way, the question usually becomes too awkward to pursue to an answer. They swim at twice the speed of a human.
A number of times per day equal to half their level, Namazu may strike bare flesh with a stiff spine along either arm-fin or the one on their back with a stinging slap that on a successful hit inflicts 1d4 damage and paralyzes a creature failing its Save VS Poison for 1d6 rounds. Creatures of lower HD than the striking Namazu suffer the level difference in damage (on a failed save). If this would kill the creature, it dies after the paralysis. Paralyzed creatures may speak.
Note that the attack must pierce flesh; if this would be impossible even on a hit, the attack does nothing.
(A level 5 Namazu successfully strikes a 1HD Merchant; the Merchant suffers 1d4 damage, fails his save, suffers 4 more damage and is paralyzed for 1d6 rounds. The merchant only had 3HP, so will die when the paralysis wears off if not healed first).
Namazu must immerse their entire body in salt water once a day, gaining a -1 to all rolls per day otherwise.
A Namazu Shinto priest leading a dance to appease local kami.


A Namazu Sorcerer consorts with demons.

A little Namazu history:
Since ancient times, it is known that the earthquakes which occasionally trouble Nippon are caused by the struggles of a daikaiju namazu, or giant monster catfish, under the islands. It is restrained by the god Kashima, who wrestles the great namazu into submission and keeps it asleep with a giant pinning rock. When Kashima falls asleep, however, the great namazu struggles again.
While generally viewed as negative, earthquakes have historically acted as something of an economic equalizer for the islands.
When the populous man-sized Namazu first made contact with land-dwellers, they were treated primarily with suspicion and hatred, although they had their sympathizers. In more recent years, their position among land dwellers of Nippon has become complex. Due to a diplomatic trade agreement with the Emperor and Shogun, Namazu are officially favored. They keep rare minerals and other material from the sea flowing into the capital, and a contingent of Namazu are required to make residence there, raised as Samurai. The common folk of Nippon tend to view this as something of a betrayal, and now view Namazu with the suspicion nobles once did. In coastal areas, however, they often must work together.
Since adapting for land travel hundreds of years ago, traveling Namazu have taken up both Shinto and Buddhism, fighting styles of Chan or Nippon, and some even the dangerous sorcery of the Chan mainland. The Namazu in their cities in the sea are officially neutral in the proxy wars between Chan, Shou, the Empire, and the Forgotten. Those Namazu raised as Samurai due to the trade agreement serve for Nippon as any Samurai would.

Rescuing humans from the rubble of a disaster.


Namazu and construction workers partying in the Yoshiwara red-light district.

Glossary:
The Empire of the Flaming Moon - with its homeland on an island chain, this tiny nation has become a great force for trade and warfare. It's size has increased with conquered lands.

Nippon - the name for the chain of islands compromising the homeland of the Empire. The nation was called this before it became an Empire. Some who feel Empire was the wrong way to go still call it this. Referring to the physical islands as Nippon is commonplace, but referring to the nation as a political entity as such is a sign of rebellion.

Kashima - god of thunder and storms. Shinto believers see gods such as this as Kami who have grown very powerful, not as divine infallible beings.

Chan - a large but chaotic nation occupying the corner of a vast continent West of Nippon.

Shou - a nation to the North, with influences from both Chan and Nippon. Both claim it, while Shou claim independence.

The Proxy Wars - fought in the land between Chan and Shou. A constant war between those two nations, The Empire of the Flaming Moon, and The Forgotten. All involved have agreed to abide by the results of this war, all conscript warriors to fight it, and all maintain settlements to defend on its outskirts.

The Forgotten - an army of automatons who fight in The Proxy Wars. It is no longer common knowledge who they fight for, or where they came from.


I have realized the Birth Charts are probably the most important thing that will determine who your character is coming into your first game, and a really effective tool for conveying setting, so they will come next. It's hard to hold back stuff that affects far fewer characters but that I have more developed, but y'know, I'm trying to do this in some way that makes sense.


Here's a collections of great Namazu-E and some historical info from real Japanese art and myth in our world: http://pinktentacle.com/2011/04/namazu-e-earthquake-catfish-prints/

You'll be seeing more of them on this blog as I develop the setting.

Tuesday, July 16, 2013

Empire of the Flaming Moon Beta, Character Creation


System tends to emerge from character creation for me. I'm going to start aggregating my thoughts for Empire of the Flaming Moon here, and at some point it should be possible to look over these entries and create a character. Then I'll run a game and we'll see how it goes. Basically, I am moving on from the one-off posts about it in the past and starting to really build the structure and system.

A few setting notes: this is the Asia of myth and legend. Magic is not common among PCs, but magical creatures are known to exist and often come into conflict with humans. This is generally "Medieval" Asia, although I know that's a problematic word to use in this context and I'll go into more detail later. The campaign will begin focused on a fantastical Japan, "The Empire of the Flaming Moon", although PCs may be from "The Dragon Lands" - China - or elsewhere.

Step 1: Roll 3d6 7 times. This is your
STRength - Melee to hit and damage modifier. Ability check to knock down doors, grapple, lift stuff...
CONstitution - HP modifier. Ability check to resist poison and disease, endure discomfort, carry stuff...
DEXterity - AC and ranged to hit modifier. Ability check for fine motor manipulations, catch things...
INTelligence - Number of languages acquired, Katas learned, literacy, checks to research and understand written things...
WISdom - Modifies Katas and some magical effects, checks to notice and intuit things...
CHArisma - Modifies reaction rolls, checks to manipulate or charm, affects Honor and Notoriety...

and starting cash. Switch one score if you like. Modifiers:
3: -3
4-5: -2
6-8: -1
9-12: no modifier
13-15: +1
16-17: +2
18: +3



Step 2: POWer
Power is your ability to enact your will upon the world, interact with kami and other spirits (Shinto), or tap into the unifying spirit in which all things are one (Buddhism).
Power is one's ability to do magic. Most people start with a negative POW score and do not practice magic.
Add your INT or WIS to your CHA or CON. Is your character learned, or intuitive? Charming, or tough? Which two scores determine your POW is determined at character creation and does not change. (You may use INT+CHA, INT+CON, WIS+CHA, WIS+CON, but not INT+WIS or CHA+CON).
To get your POW score, add the two abilities you have chosen and subtract 28. This is your beginning POW. It can increase if one of the originating abilities increases, through templates, or through level progression, discussed later.
Think about your character. Are you an Ainu tribesman whose family passed down knowledge of how to channel elemental magic through your body? Then INT and CON might be appropriate.
Are you a wandering monk, influencing those around you through mystic chants or instrument-playing, clever words, and mischievous pranks? Perhaps WIS and CHA are appropriate to determine your POW. The uses of POWer are detailed later under Magic.

Step 3: Skills and Starting Template.
Skills are as in LotFP - that is, everyone starts off succeeding at noncombat actions which require a die roll on a roll of 1 on 1d6. New Skills may be proposed to the GM by players, or invented by the GM at any time.
Starting Template is what you're good at - the function classes have in DnD.
Templates - pick 2 at character creation, or the same one more than once. Pick one more each time a level is gained.

Accuracy: +1 to hit.
Savagery: +1 to damage.
Master of Secrets: +1 to POWer. Subtract POWer score from HP, to a minimum of 2.
Two-Souled: You have a second POWer score, determined using the other two ability scores you did not use the first time. Subtract POWer score from HP, to a minimum of 2.
Training: 2 points to distribute among Skills as Player sees fit.



Step 4: Race
Human - Advantages on the Birth charts. 1d6 HP.
Level - XP needed
1 - 1500 XP + 100 XP per point of POW
2 - 3000 XP
3 - 6000 XP
4 - 12,000 XP (5 - 24,000 &etc)

Hengeyokai - can turn into a small animal or back 1/day/level. Feared and hunted by the Emperor and his agents. 1d4 HP.
1 - 2000 XP
2 - 4000 XP
3 - 8000 XP (& etc)

Oni - +2 STR -2 CHA, worst on Birth Charts. Ogres who live in bogs. 1d8 HP.
1 - 2500 XP (& etc)



Other races exist in the land, but generally existing PCs must befriend them before they are available as Player Characters.

To Do list:
-Backgrounds (Family Social Class, Economic Standing, Are you a Samurai?, Are you in a Ninja Clan?, are you Yakuza?, Are you Noble?)
-Magic (Shinto, Buddhist, Elemental, and Sorcerous magic)
-Katas, Honor, Notoriety
-Special Attack Forms and resolution system
-Skills
-Weapons, equipment generally, starting packages, how they are affected by the above
-Flora, fauna, other setting stuff


Design goals:
1. Anyone who has played an OSR game or D&D doesn't have to learn too much to play or run
2. Evokes a low power world of Samurai, peasants, ninja, monks, yakuza, and weird mythological creatures 
3. Has a unique flavor that frontloads at character creation and D&D heads won't have to look up too much while playing