Showing posts with label Galatia. Show all posts
Showing posts with label Galatia. Show all posts

Sunday, July 22, 2018

Finally! The last of the Virtues! (Design Domingo #5)

MYSTICAL (My)/WORLDLY (Wo)
Mystical people look to the spiritual world for guidance; Worldly people concern themselves with the affairs of this world -- many religions measure piety by the Mystical trait, while others measure piety by the Worldly trait, for their religion is of this world.

A mystical character often dwells on spiritual matters, and is aware of them and their implications in the material world. (This is not the same as worship, which is an action rather than a belief.) A mystical person is a spiritual person. An extremely pious person is devout or zealous, perhaps even saintly. Worldly indicates profligacy, taking great pleasure in temporal things such as fine clothes, comfortable furnishings, good music and poetry, and the best company. Do not confuse Worldly with Indulgent; the two often go hand-in-hand, but they are not the same.

Mystical is often used to make Knowledge (arcana, planes, religion), Spellcraft, and Use Magical Device rolls. Worldly, on the other hand, is involved in determining the maximum amount of weight your character can carry and in calculating hit points and is often used to make Knowledge (engineering, geography, history, local, nature, nobility), Profession, and Sense Motive rolls. Sometimes, it’s used to make Climb, Swim, Fly, Ride, Fortitude, Appraise, Craft, Linguistics, Survival, and Handle Animal rolls, as well as rolls to perform feats of strength. Both Mystical and Worldly are often used with Perception rolls.
Paladins use Mystical to determine how many skill ranks they receive each level.
Mystical governs the spellcasting of clerics, while Worldly governs that of druids and rangers.

PRUDENT (Pru)/RECKLESS (Re)
Prudent people look before they leap and think things through before acting. Reckless people believe in deeds, not words and trust in their instincts and skills to preserve them.

The prudent character gives thought to what they do before they act. Such a character is called cautious, and excessively prudent people are called shrewd, circumspect, or discerning — or “slow to act.” The reckless character acts before they think things through, without concern for anything but the immediate consequences. An extremely reckless character is called careless, or a hothead.

Prudent is involved in calculating your character’s Armor Class (AC) and is often used to make Reflex, Disable Device, Escape Artist, Sleight of Hand, Stealth, Appraise, Craft, Knowledge (engineering), Perception, Profession, Sense Motive, and Survival rolls. One of the common traits used to make attack rolls, Reckless is also used in Climb, Swim, and Acrobatics rolls, as well as rolls to perform feats of strength and Fly or Ride checks to charge or increase your mount’s speed beyond its wont. Both Prudent and Reckless are sometimes used to make Will and Intimidate rolls.
Barbarians use Reckless to determine how many skill ranks they receive each level.

TEMPERATE (Te)/INDULGENT (In)
Temperate people restrain their appetites and eat wisely and drink little. Indulgent people party the night away and eat and drink until they are fuller than full.

Temperance means that a character takes only what he needs of food, drink, and other temporal needs. They are frugal and abstain from excess. Extreme temperance indicates asceticism, perhaps even self-mortification. An indulgent character is a gourmand: they take pleasure in food and drink, both in quality and quantity. Extremes of this indicate gluttony and drunkenness.

Temperate is sometimes used with Fly or Ride rolls to reflect the careful treatment of the mount, as well as Survival rolls. Indulgent, on the other hand, is involved in calculating hit points; it’s also often used to make Appraise rolls and certain kind of Craft (like Craft (food)) and Knowledge (local, nobility) rolls. Temperate is more often used to make Fortitude rolls than Indulgent, but sometimes Indulgent can be used to reflect a body that’s used to handling new and strange excesses. Both Temperate and Indulgent are sometimes used to make Will and Heal rolls.
Monks use Temperate to determine how many skill ranks they receive each level, while sorcerers use Indulgent.

TRUSTING (Tr)/SUSPICIOUS (Su)
Trusting people assume the best of everyone until proven otherwise; Suspicious people fear the worst of everyone until proven otherwise.

One who is trusting tends to believe information without any inclination to suspect its falsity. An excessively trusting person is gullible and credulous, perhaps even a dupe. Suspicious indicates that a person is unlikely to believe what they hear unless proof is offered. An extremely suspicious person is called a skeptic or a doubter. A naturally suspicious person might still be extremely pious, however.

In some cases, jealousy is included under the Suspicious trait. Thus when someone acts jealous, they may start making rolls with Suspicious. Furthermore, Suspicious is one of the common traits used to make attack rolls, as well as being involved in calculating your character’s Armor Class (AC), and is often used to make Reflex, Disable Device, Escape Artist, Appraise, Will, Perception, Profession, Sense Motive, Bluff, and Disguise rolls. Trusting is sometimes used to make Handle Animal rolls. Both Trusting and Suspicious are often used to make Knowledge (local, nobility), Linguistics, and Diplomacy rolls.

VALOROUS (Va)/COWARDLY (Co)
Valorous people do not shrink from honest, fair battle. Extremely valorous people do not shrink from possibly suicidal battle. Cowardly people seize any chance to avoid combat.

To be valorous means to be brave and courageous, willing to place oneself in danger for the sake of victory, friends, or the simple love of battle. Many PCs, by dint of being the protagonists in an action-adventure story, are valorous, and thus might be referred to as doughty, stalwart, or valiant. Extremely heroic individuals are often called fearless or intrepid. Valor may be exhibited not only in combat, but whenever risks to one’s health or wellbeing are involved. Cowardly means to be fearful of pain and of harm to one’s self. Someone who is extremely faint-hearted is labeled as a poltroon, dastard, craven, caitiff, or recreant.

As mentioned before, the types of stories told in fantasy RPGs tend to privilege Valorous characters, though Cowardly heroes can be a helluva lot of fun. Accordingly, these two Virtues are very often used to make a wide variety of rolls in Middens & Morals. To start with, Valorous is one of the common traits used to make attack rolls, and is sometimes used to make Fortitude and Will rolls, too. Battlefield medicine often uses Valorous to make Heal rolls, and Valorous can reveal information about your opponent when used with Perception. Cowardly is involved in calculating your character’s Armor Class (AC) and often used with Stealth rolls and Perception rolls to detect ambushes and surprise attacks. Both Valorous and Cowardly (depending usually on the direction one is moving in relation to the enemy) are often used to make Climb, Swim, and Sense Motive rolls and feinting, ambushing, distracting, and other such tactics often use either Valorous or Cowardly to make Bluff rolls. Though swashbucklers and the like are probably using Proud or Reckless to make Acrobatics rolls, there are times when either Valorous or Cowardly will be more appropriate.
Fighters use Valorous to determine how many skill ranks they receive each level.

Sunday, July 15, 2018

Virtues, continued (Design Domingo #4)

GENEROUS (Ge)/SELFISH (Se)
Generous people keep only what they need to maintain their station and reward their followers well; Selfish people are stingy and accumulate wealth all for themselves beyond their station.

Generous determines the impulse, learning, or desire to share with others. It includes the largesse of barbarian chieftains, and also the famed virtue of Charity. Extremely generous persons are called unselfish, magnanimous, and big-hearted. Selfish is the desire to possess, keep, and further accumulate things for oneself. Greed is usually a component of selfishness. This possessiveness usually regards material property and wealth, with the character being known as a miser or hoarder, but it might apply to glory, so that the character always wishes to keep the most glorious tasks and duties for themself. Very selfish persons are labeled both stingy and self-serving.

Generous is often used to make rolls to perform feats of strength or Heal rolls when your character is helping someone out, or with Handle Animal rolls in general. It’s sometimes also used with Fly and Ride checks involving overland travel, where endurance and being well-fed determine your mount’s performance more than anything else. In some cases, jealousy is included under the Selfish trait. Thus when someone acts jealous, he may begin rolling with Selfish. Beyond that, Selfish is sometimes used to make Reflex rolls, especially ones to protect a character’s stuff, as well as Bluff rolls. Both Generous and Selfish see common use with Disable Device, Craft, Knowledge (nobility), and Profession rolls and, depending on what you’re doing, with Sleight of Hand and Stealth rolls, too. Selfish is more often used to make Appraise and Will rolls, but there are situations in which Generous is used instead.

Rogues use Selfish to determine how many skill ranks they receive each level.

HONEST (Ho)/DECEITFUL (De)
Honest people are truthful and never lie under oath. Deceitful people use words as weapons to snare others with tricks.

To be honest is to deal truthfully with others, both in matters of import or triviality, no matter what the consequences. Persons of extreme honesty are said to have integrity and to be trustworthy, scrupulous, and reliable. A deceitful person is generally likely to distort truths, or to fabricate untruths, for their own ends (or perhaps on behalf of others) — or in some cases, simply for the sake of doing so. Chronically deceitful people are called liars, frauds, and false-hearted.

Honest is often used to make Diplomacy rolls, while Deceitful is often used with Escape Artist, Sleight of Hand, Stealth, Sense Motive, Bluff, Disguise, and Use Magic Device rolls. It’s also involved in calculating your character’s Armor Class (AC). Both Honest and Deceitful are often rolled to make Knowledge (all), Linguistics, Will, Profession, and Perform rolls and sometimes Intimidate rolls, too.

Clerics and druids use Honest to determine how many skill ranks they receive each level, to reflect the fervent nature of their faith.

MODEST (Mo)/PROUD (Pro)
Modest people play down their glory and do not ask for praise; Proud people sing their own praises and expect the accolades of others.

To be modest is to be quiet and reserved about one’s gifts and accomplishments, not seeking excessive attention in the recitation of one’s own deeds. A modest character is glad simply to perform deeds, rather than bask in the repeated glory of hearing about them. Very modest people are called humble and reserved, or perhaps even shy. The Proud trait indicates the degree to which one gets pleasure from hearing and/or boasting of their deeds. Many lifeways value Pride in a character. Excessive pride implies arrogance, and likely a boastful nature.

Proud is often used to make Acrobatics, Profession, Bluff, Intimidate, and Perform rolls, and sometimes used to make Climb and Swim rolls. Rolls to perform feats of strength, too. Modest people sometimes make interesting use of both Sleight of Hand and Stealth, so it’s sometimes used for those rolls, as well as for Knowledge (nature), Perception, Survival, and Handle Animal rolls. Meanwhile, both Proud and Modest are sometimes used to make Knowledge (local, nobility) and Diplomacy checks.

Proud governs the spellcasting of bards and also determines how many skill ranks they receive each level. They’re one of two classes which use the same trait for both (the other being wizards).

JUST (Ju)/ARBITRARY (Ar)
Just people adhere to the law. Arbitrary people do whatever they like.

A just character is capable of telling what is right and wrong (within the mores of their upbringing and their personal beliefs), and is desirous of passing due judgment based on that information. A very just person is called fair and impartial. Arbitrary means that the character has no concern for what is right or wrong, and uses other information and bases for his decision making. Very arbitrary people are labeled unjust, unfair, wrongful, and probably biased and partial.

Both Just and Arbitrary are one of the common traits used to make attack rolls and Knowledge (local, nobility) rolls. Arbitrary is sometimes used to make Escape Artist, Sleight of Hand, Stealth, Will, Bluff, Intimidate, Perform, and Use Magic Device rolls. Fly, Ride, and Handle Animal rolls sometimes use Just, as the animal learns more easily what a just rider wants. It’s also often used to make Appraise, Knowledge (history), Perception, Profession, Sense Motive, and Diplomacy rolls.

Just governs the spellcasting of paladins.

MERCIFUL (Me)/CRUEL (Cr)
Merciful people accept surrenders and treat prisoners well. Cruel people find it better to kill those who surrender so they can't cause you future trouble, or else to break their will through torture.

Mercy indicates a tendency to extend sympathy, pity, and aid to others. This includes sparing an enemy, giving money to the poor, helping the weak, and any other act that is not expected of one’s rank and station. A very merciful person is called compassionate. Cruel indicates a disregard for the feelings and needs of others, or lack of sympathy. High values in Cruel indicate that the character actually enjoys the discomforts and troubles of others.

Cruel is one of the common traits used to make attack rolls (especially melee attack rolls). Perception and Intimidate checks, too. Another incredibly powerful trait for combat-oriented characters, it also adds to damage rolls. Merciful sometimes finds use with Escape Artist rolls and often with Heal rolls. Depending on how you treat your mount, both Merciful and Cruel are often used to make Fly or Ride checks and sometimes both can be used with Sleight of Hand rolls to set people up or help them avoid the eyes of the law (or in similar situations, obviously).

Sunday, July 1, 2018

Character Creation Outline (Design Domingo #2)

To make things easier on myself, I'm gonna try to rip elements of other systems from their original context and chassis and weld them to each other as much as possible. The core such things, I think, are Pendragon, Unknown Armies, Legend of the Five Rings, and Exalted (though that last, at least, might better be called an inspiration rather than a direct contributor). Oh, and D&D itself, of course, primarily of the 3.x editions (particularly Pathfinder), as I am of the age wherein I was graduating high school when 3.0 came out, causing me to totally imprint on it as the height of D&D design. Now that we’re two whole editions beyond that point, I think I can safely call myself a grognard now? I also have no idea what this GURPS 4th edition nonsense is, and am wary of Savage Worlds “fixing” the gloriously broken and baroque Deadlands system. But back to Middens & Morals . . .

Interestingly, the famous Monty Python scene actually serves as an almost spot-on inspiration for this Heartbreaker game. We know from our meta-knowledge that King Arthur is, in fact, the glorious sub-Messiah of Britain, paragon (and advocate) of chivalry, chock-full of virtue, second only to Galahad and the foolish Percival in these respects. But different meta-knowledges tell us that the man working in the shit is absolutely 100% right. The system of Heavenly virtue King Arthur represents, while striving for and achieving the best of what humanity can be, is based on “outdated imperialist dogma which perpetuates the economic an' social differences in our society!” and on “violence inherent in the system.” Other media inspirations can include A Song of Ice and Fire (though with less rape, thank you), particularly storylines like Sansa’s and the Hounds and Jaime’s, and Paul Verhoeven’s first English-language movie Flesh+Blood from 1985 (when I was three!). There’s only one rape in that last inspiration, but that can easily be too many for many people, so trigger warning. I’ven’t seen Robert Bresson’s 1974 Lancelot du Lac or Aleksei German’s 2013 Hard to Be a God, but they sound like they could help inspire the kind of mood I’m looking for. Bookwise, Chaucer’s Canterbury Tales are perhaps the paradigmatic encapsulation of Middens & Morals’s intended blend of things, perhaps especially when read alongside one of my all-time favorite books (and one of two books that I’ve ever intentionally stolen from a library) Excrement in the Late Middle Ages: Sacred Filth and Chaucer’s Fecopoetics, by Susan Signe Morrison. I also rather enjoy, and will likely be baking into this Heartbreaker project, John Boswell’s Same-Sex Unions in Pre-Modern Europe and Silvia Federici’s Caliban and the Witch. Like Lancelot du Lac and Hard to Be a God, Steve Silberman’s Neurotribes seems like it will also be of use to me once I read it. Finally, I would also like to direct you to what is now a vast literature by pagan/polytheist/occultist anti-capitalists concerning the spell of disenchantment capitalism cast over the world and the resultant activist praxis of re-enchanting it.

I’m having some trouble identifying any sources beyond these, however. Do any of my (possibly imaginary) readers have any ideas?

In order to ensure that I got my ideas out, I copypasta’d the text from a number of my source RPGs and then blended them together and modified them to fit my vision or Middens & Morals. That’s (mostly) what will follow for several posts. Please don’t hate (or sue) me!

When generating a character, start with your character’s concept. Do you want a character who goes toe-to-toe with terrible monsters, matching sword, shield, and sanity against claws and fangs? Or do you want a mystical seer who draws his powers from the great beyond to further his own ends? Nearly anything is possible. Once you have a general concept worked out, use the following steps to bring your idea to life, recording the resulting information and statistics on your Middens and Morals character sheet (we often like to call it a “midden sheet”), which I will create . . . at some point >.<

Step 1—Determine Traits: We start by ditching the traditional six ability scores of D&D. We're not concerned here with where someone's talents lie or what muscles are best developed in their body. Power in this system comes from madness and virtue. Here I hit the first possible Heartbreaker moment (hey, it keeps me honest about what this is): I'm replacing the faux-simplicity of six attributes with a total of 36 >.< Lemme explain. I’m thinking I’ll rip the Virtue system out of Pendragon, giving us 13 pairs of traits (we'll call them Virtues, no matter what we may think of them). That covers the quest for holiness half of Middens & Morals, so I’ll turn to Unknown Armies for the other 10 traits. In that game, the madness meters are a way of describing how traumatized a character is by the events around them, and they come in two varieties: hardened and failed, measuring five types of trauma (5x2=10, obvi). These thirteen opposed pairs of Virtues and five pairs of Traumas determine your character’s most basic personality and are used to decide a wide variety of details and statistics. Some class selections benefit greatly if you have better than average scores for some of your traits.

Step 2—Pick Your Race: Next, pick your character’s race, noting any effects your choice has on rolling with your traits and any other racial qualities. There are seven basic races in Galatia to choose from, although your GM might have others to add to the list.

Step 3—Pick Your Class: A character’s class represents a profession, such as fighter or wizard. If this is a new character, they start at 1st level in his chosen class. As they gain experience points (XP) for defeating monsters, they go up in level, granting them new powers and abilities.

Step 4—Pick Skills and Select Feats: Determine the number of skill ranks possessed by your character, based on their class, each of which utilizes a different trait to determine that number (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). After skills, determine how many feats your character receives, based on their class and level, and select them.

Step 5—Buy Equipment: Each new character begins the game with an amount of money, based on their class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.

Step 6—Finishing Details: Finally, you need to determine all of a character’s details, including their starting hit points (hp), Armor Class (AC), saving throws, initiative number, and attack values. All of these numbers are determined by the decisions made in previous steps. A level 1 character begins with maximum hit points for their Hit Die roll. Aside from these, you need to decide on your character’s name, physical appearance, chivalric domain (the battlefield, the home, or the heart), and religion. The former two don’t have any game-mechanical effects but can certainly affect the narrative of the game! The latter two, however, identify the goals your character strives for in terms of their traits, and what the benefits in game mechanics of achieving those goals are. It is best to jot down a few qualities of their personality beyond those which have a mechanical effect in the game as well, to help you play the character during the game. Determine where your character grew up and their resulting native tongue. A character knows a number of additional languages equal to five less than one-sixth the sum of their Lustful, Energetic, Deceitful, Worldly, Trusting, and Failed Isolation (if the result of the calculation is negative, that character only speaks their cribtongue). Some characters may want to take otherworldly or magical languages; they may only take one such per point of Hardened Unnatural they possess.