killershrike.info

RSS

Navigation




Quick Search

Advanced Search »

PoweredBy

Key Notes

THE MAGIC IS LEAVING THE LAND

Mortal men have gained sway in this world, their attention on mortal matters and material things have weakened the link between the world and magic. The Elves have retreated to their forests and some are advocating that they leave for lands in the West, over the sea, where magic still runs free. The Dwarves have many of them shut the doors to their mountain cities deep in the stone, caring not to affair themselves with men. What few wizards remain in the world stay hidden in their towers. And the orcs are again stirring.

The magic has not really left the land, it could not, for magic is the underpinning of life. But as mortal men have spread, that link between life and magic has also spread. It takes more effort than before to summon the power of magic, it takes more time. Where once Wizards were able to command the elements to wage war with fire and lightning, now, a Wizard might well draw a sword if it came to a fight with men.

MAGIC ITEMS ARE RARE

As magic has become more difficult, so too has the creation of magical items. What few are to be found are both relatively weak in power and extremely valuable due to their rarity. The rare exception are those occasional artifacts that may remain as yet undiscovered, deep, hidden and with unknown guardians. The highest powered magic items are so rare that they are likely to only be found in the possession of princes destined to become kings, or heroes single handedly trying to save the world with the full support of the greatest mages in the land.

BE WARY OF TYPECASTING YOUR WARRIORS

In a world without magic to differentiate warriors, there tends to develop a similarity between them. Beware of this tendency. Flexibility can prove very valuable in a fight.

Settings

Option Selected Option
No Formal Race Package or NCM   X Formal Race Package with NCM
END Cost = Active Points / 10   X END Cost = Active Points / 5
Knockback   X Knockdown
Generalized Damage   X Hit Location Damage
No Long Term Damage   ~ Injury & Impairment Damage
Literacy Standard   X Literacy Not Standard
Super Skills Available ~   No Super Skills Available
Combat Luck Allowed ~   No Combat Luck Allowed
No Deadly Blow Allowed   ~ Deadly Blow Allowed
No Armor Proficiency   X Armor Proficiency
No Skill Maxima   X Skill Maxima 14-
No STR Minima   X STR Minima
Equipment Costs Points   X Equipment Doesn't Cost Points
Bases & Vehicles Cost Points   X Bases & Vehicles Don't Cost Points
Followers Cost Points   X Follower Don't Cost Points
Superheroic CSL Conversion   X Heroic CSL Conversion
No Encumbrance   X Encumbrance
No Long Term Endurance   X Long Term Endurance
Normal Damage Default   X Killing Damage Default
~: Used in moderation

Healing

Magical healing is rare, usually being alchemical or herbal, actual healers are even rarer. A powerful wizard might be capable of a small, quick heal effect in a combat situation, but most healing takes time. The hardiest of warriors however in this world are often exceptionally fast healers through natural means (Fast Healing Talent).

Character Points

DEFAULT STARTING POINTS: 75+50

It is assumed that new characters in this paradigm start with 75 Base Points and up to 50 points from Disadvantages. This value can be altered by the GM at will.

This paradigm is expected to explode on the higher end of the point scale. A GM can easily kick start the campaign to a higher level of play by granting large chunks of Experience to characters to represent their status as veteran adventurers when the campaign starts. Similarly the GM could downscale the characters to represent that they are somewhat green when the campaign starts

The following chart vaguely indicates relative status levels by adjusted character points. The status titles are not intended to have any literal meaning; they are just intended to give an idea of the status of a character with that many character points.

Relative Status Base Max Disadvantage Points Starting Experience Max Starting Total Points
Sheltered Neophyte 50 25 0 75
Neophyte 50 50 0 100
*Youngblood 75 50 0 125
Seasoned Youngblood 75 50 25 150
Veteran 75 50 50 175
Seasoned Veteran 75 50 75 200
Hero 75 50 125 250
Champion 75 75 150 300
Famous 75 75 200 350
Legend 75 100 225+ 400+
* Asumed Default

Races

The core playable races of the Realm of Tolkeinica are:
  • Humans: Humans have spread like a cancer across the face of the Realm of Tolkeinica, to hear the dwarves and elves talk anyway. There are numerous subraces to choose from.
  • Dwarves: Dwarves mostly stay within their mountain fortresses in Tolkeinica, caring not to mingle with the lesser races. But one does occasionally meet an actual dwarf out under the sky.
  • Elves: Elves seldom venture out of their forests in Tolkeinica. But they too are sometimes seen, though only if they want to be seen.

Means to Power

There are many different ways for characters to gain power and be recognized in the Realm of Tolkeinica.

MAGIC SYSTEMS

Tolkeinica Wizardry

Tolkeinica Wizardry is both extremely flexible and very restrained.

The minimum cost of Tolkeinica Wizardry is 35 character points. This buys a power pool of 30 Active Points and allows the casting of spells of up to 30 Active Points. A total of 3 powers can be maintained at once. In addition to this base cost, the character must purchase an Intelligence based Knowledge Skill for each power they wish to be able to use (Scholar would be a wise investment). Any power with an exclamation mark or stop sign behind it in the rule book is disallowed without the express permission of the GM. Furthermore, any spell the player may wish to cast must be designed, written down, and pre-approved by the GM before they cast it. However unless the GM rules otherwise, once they have had it approved, they may cast it as they desire from then on. A character designing such a spell 'during a game' would need an appreciable amount of time to figure it out, at least two steps down the time chart as it would take to cast normally.

Larger pools can be purchased. The cost of the pool is equal to: Size of pool + size of pool divided by 6.

The limitations on this magic are simple but pretty draconian in some ways. All spells are cast with incantations and gestures, all require half DCV concentration and all are subject to the time to cast restrictions of the chart below:

1-15AP requires a half phase
16-30 AP requires Extra Time 1 turn
31-45 AP requires Extra Time 1 minute
46-60 AP requires Extra Time 5 minutes
61-75 AP requires Extra Time 1 hour
76-90 AP requires Extra Time 6 hours
Etc. down the time chart per 15 AP

It should be obvious that this magic system while being incredibly flexible, is not one that is conducive to normal combat. This is intentional. Tolkeinica is a world where combat is largely settled with muscle and steel. There is an exception to the extra time rule however, and that is conflict with magic using beings...

Heroic Wizardry

There may be times when magic absolutely must be cast more quickly in order to save the day. This is not a matter of hitting an orc or doing a quick heal for more effect. Rather it is when for instance, the bridge must hold or all is lost. In extreme cases of dire necessity, the GM may roll an ego roll for the wizard and if it succeeds, inform the player that at this moment, for one spell, all time requirements are shifted down by one level. This would allow a Wizard to cast a 30 AP spell as a half phase action, or a 45AP spell in one turn, etc.. So now if the other players can just keep the hordes of Orcs off of the wizard for just one turn, he'll be able to bring down that door and they can make it to safety...

The Wizard Duel

While the barrier between magic and the world makes manifesting magic in the world difficult and slow, this barrier does not exist between wizards (and at the GM's option, other magic using characters and creatures). When two wizards duel one another, their power is able to flow freely between them. This dueling happens on a different plane of reality than do their more worldly effects, so while it can be seen, the duel has no effect upon the world or other characters in the world. However Wizards are able to affect one another with their full power without any of the extra time restrictions their higher powered magics would normally require.

In a duel between wizards, treat their magic power pools as having no time restrictions. Any spells they have the spell knowledge to cast may be cast in a half phase action as long as the target is another wizard. Some wizards may in fact learn magics expressly for the purpose of dueling other wizards.

Faith

A powerful enough Faith can itself, wield power. It is rare in Tolkeinica to encounter someone so strong in their Faith that they manifest such ability, but it is not unknown. Faith is an incredibly simple thing (though perhaps a bit more work sometimes for a GM). Faith, through example, deed and prayer will manifest aspects of divine favor. Exactly how this is manifest is not subject to the conscious control of the one with such Faith. They pray, and sometimes things happen.

Faith is bought in a very similar fashion to Tolkeinica Wizardry, as a variable power pool. There is no further requirement to purchase knowledge skills or anything else, as the pool is not subject to conscious control. Whether it works or not, and how it works, is entirely dependent upon how faithful they are to the precepts of their faith. (Roleplaying helps a lot here.)

There is a minimum cost of 12 points, which buys a 10AP pool, but beyond that a pool can be bought in any size and costs in points: Size of pool + size of pool divided by 6.

Those with Faith are not generally subject to magic duels. An attempt to do so by a wizard would either completely fail, or get the wizard involved in a duel with a god. Either way, the Faithful would be unaffected.

Alchemy

  • Alchemy: Most peoples only contact with magic is in the form of potions, though they are expensive. Someone has to make those potions, and the Alchemists who do tend to be very rich.


SUPER SKILLS

Realm of Tolkeinica characters can have "super skills", generally called "Heroic Knacks" or "Combat Tricks", or "Feats", etc. Such abilities can take many forms, and represent a significant means for characters to distinguish themselves. The GM exercises veto privileges over all such abilities.

Here are over a hundred examples: Heroic Knacks

MARTIAL ARTS

Fighting Styles, both formal and informal, armed and unarmed, are available in the Realm of Tolkeinica. The GM exercises veto privileges over Martial Arts Packages, Damage Classes, and so forth.

Professions

The following Profession are considered to be "core" to the Realm of Tolkeinica.

Non Magic Users

  • Rangers
  • Soldiers
  • Archers
  • Knights
  • Rogues

Magic Users

  • Wizards (Tolkeinica Style)
  • Faith
  • Alchemists

ScrewTurn Wiki version 2.0.36. Some of the icons created by FamFamFam.

www.killershrike.com