Saturday, April 24, 2010

SAGA Fantasy: The Wizard

After our recent game, one of the players in my group stated that he "wished there was a fantasy version of SAGA." This got me thinking, and I don't think a conversion would be that hard to do. The big differences would be the Talent system (which is -- in my mind -- indistinguishable from Feats other than they are class specific, and tend to be more powerful), and integrating the fantasy elements like magic.

Creating talent trees was relatively easy. Just looking at the class-specific feats and converting the more powerful ones into talents. The magic system I suspect may take more work, since many of the spells would need to be integrated into the SAGA style framework, though I don't find this impossible.

This conversion also gives me the opportunity to "fix" some issues I have with SAGA (depending on how you look at it), like the skill system. This specifically is a return to the older 3e skill system, lifted whole cloth. I know there are those that prefer SAGA's (and by extension 4e's) method for selecting skills: I personally feel it gives me less control over my character. So that is one thing that gets "fixed."

So I present here the first such conversion: the Wizard.

Wizard



Wizards gain their power not through martial arms or physical combat, but through the manipulation and lore of magical energy. Thus, they tend to be intelligent and introspective, rather than physical and brash. Years of studying musty tomes or bent over their texts mean that they are not physically strong or robust, but their knowledge more than makes up for this.

Game Information

Wizards have the following game statistics

Abilities
A Wizard benefits most from intelligence, but wisdom and dexterity are also useful

Hit Points
Wizards begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after 1st, the Wizard gains 1d4 hit points + their Constitution modifier.

Action Points
Wizards gain a number of Action Points equal to 5 + one-half their character level (rounded down) at 1st level and every time they gain a new level in this class. Any Action Points left over from the previous levels are lost.

Class Skills
At 1st level, the Wizard gains skill points equal to (2 + Int modifier) ×4. At each level thereafter, they gain 2 + Int modifier.The wizard’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Class Features

Defense Bonuses
At 1st level, you gain +1 class bonus to your Reflex Defense, and a +2 class bonus to your Will Defense. 

Starting Feats
At 1st level, you gain the following bonus feats:
  • Arcane Spellcasting
  • Find Familiar
  • Weapon Proficiency (simple weapons)


Base Level Attack Bonus Class Features Spells: O lvl 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl
1st +0 Defense Bonus, Starting Feats, Talent 3 1
2nd +1 Bonus Feat 42
3rd +1 Talent 421
4th +2 Bonus Feat 432
5th +2 Talent 4321
6th +3 Bonus Feat 4332
7th +3 Talent 44321
8th +4 Bonus Feat 44332
9th +4 Talent444321
10th +5 Bonus Feat 444332

Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc), you select a talent from any one of the following Talent Trees. You may choose a Talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen Talent. No Talent may be selected more than once unless expressly indicated.

Artificer Talent Tree
Wizards that follow this talent tree are adept at creating magical items. You bend your will to infusing items with useful or powerful magical energies.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Prerequisite: Caster level 1st.

Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Prerequisite: Caster level 3rd.

Craft Wondrous Item: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Prerequisite: Caster level 3rd.

Craft Magic Arms and Armor: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Prerequisite: Caster level 5th.

Craft Wand: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

Prerequisite: Caster level 5th.

Craft Rod: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Prerequisite: Caster level 9th.

Craft Staff: You can create any staff whose prerequisites you meet.

Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.

Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

Prerequisite: Caster level 12th.

Forge Ring: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Prerequisite: Caster level 12th.

Metamagic Talent Tree
You are adept at manipulating the fabric of magic, and using this knowledge to enhance spell effects and tailor them to your needs.

Enlarge Spell:  You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell requires a Spellcraft DC20 + spell level to create the effect.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell requires a Spellcraft DC20 + spell level to create the effect.

Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Quicken Spell: Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell requires a Spellcraft DC25 + spell level to create the effect.. Casting a quickened spell doesn’t provoke an attack of opportunity.

Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell requires a Spellcraft DC20 + spell level to create the effect.

Still Spell: A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell requires a Spellcraft DC20 + spell level to create the effect.

Widen Spell: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell requires a Spellcraft DC20 + spell level to create the effect.

Spells that do not have an area of one of these four sorts are not affected by this feat.

Revision History:
1.0 (4/24/10): Wizard class first post.
1.1 (5/2/10): Corrected some HTML code. Also changed meta-magic talents to make them more "skillful"

Friday, April 23, 2010

The Magicians by Lev Grossman

The theme of magic actually being real is not an original or new one. It has been done several times before, most prominently by JK Rowling's Harry Potter series.

What Grossman brings in his book is perhaps a more realistic, less idealized presentation. His book is filled with characters that perhaps reminds one of people we knew in school, or have heard of. While he doesn't go into extensive detail about how magic works, the book emulates a basis of knowledge that suggests that, while magic itself is mysterious, the ability to manipulate it is known and formulaic.

The story is divided into to main elements: the tutelage of the main character, Quentin, at a sort of "University of Magic" called Brakebills, and the second part details their discovery that the "magical world of Fillory" (a sort of CS Lewis analogue) is in fact real, and they are able to travel to it.

It's always fun finding the theme or intent of the author in writing his story. For some writers, there really isn't one -- the story is for pure entertainment. Given Grossman's status as a literary critic (so sayeth the jacket sleeve), I can't imagine the book would not have that level of depth.

One of the elements we discover about Grossman's magical society is that it is essentially one that takes care of itself. Once the students graduate from Brakebills, all of their expenses are paid (secret magical manipulation of the world economy), and it is ultimately up to them to discover their own way in the world -- there is no "job placement program."

Once Quentin graduates from Brakebills, he rapidly descends into a decadent existence, seeking pleasure for the sheer purpose of experiencing pleasure. Daily him and his companions drink, or engage in drug use, throwing parties just for the sake of having one, or otherwise engaging in activities for the sole purpose of filling in the time in their purpose-less lives.

We see a precursor of this when Quentin visits his girlfriend Alice's parents. They engage in seemingly pointless activities, such as remodeling the house based on Roman era architecture, or studying the musical themes of pixies. Both of Alice's parents seem to be disengaged from the world, wrapped up in their own make-busy work. Alice makes Quentin swear that they will not end up like that. But perhaps that is unavoidable...

When the gang discovers the ability to travel to Fillory, they find that it is a much darker and more dangerous place then they had imagined. It kills one of the party, and crippled Quentin. What should have been Quentin's greatest dream is ultimately poisoned by the issues the humans bring with them.

I think ultimately Grossman's theme in this book is that we must create a purpose for our lives by ourselves. Despite the magic, despite Fillory, and despite the Eloi like existence, Quentin is ultimately unfulfilled because all of these elements are tools for him to use and create a fulfilling life. This is contrasted by his girlfriend Alice -- stronger in magic than any of the other characters -- who uses magic as a tool and not an end, and gives her life purpose at the very end.

I can't disagree with this viewpoint at all. Having all but rejected religion, and the idea that the purpose of my life must be defined by some external power, the idea that we as individuals give our own lives meaning -- create it based on our own interests, ideals, and experiences -- is far more appealing than having it dictated on-high. I am sure there will be those that disagree with this viewpoint, but of course it is my viewpoint.

Tuesday, March 30, 2010

A Thousand Sons By Graham McNeil

One of the great tragities of the Horus Heresy was the treatment the Thousand Sons Legion and its primarch, Magnus the Red. Magnus who was one of the most loyal of the Emperor's sons, and one of the few that had a direct and personal link to the Emperor (through their shared psychic powers -- Magnus had been in communication with the Emperor before he was found), but Magnus' delving into the ways of the Warp set him up for his downfall.

McNeil does a very good job in presenting both Magnus as well as his Thousand Sons Legion in a very sympathetic light. Where most of the Primarchs we have seen so far have a personality flaw that in one way or another makes them unlikable, Magnus' flaw is his faith in his knowledge and his hubris that he can master this knowledge and power. This makes Magnus seem very confident (a likable trait usually), but he is also compassionate, reasonable, and committed to preserving knowledge and culture. Similarly the Legion and many of its personalities (such as Ahriman, which long time players of the Warhammer 40K wargame should be very familiar with) share this desire, and for me I found myself often agreeing with their actions.

Like a Greek tragety, however, Hubris deserves a fall, and Magnus indeed falls. Contacting the Emperor to warn him of Horus' trechery via the forbidden art of Sorcery (the Council of Nikaea, presented in the book as a virtual trial of Magnus), the Emperor sends the Space Wolves, supported by the Sisters of Silence (null-psykers) and a detachment of Custodes, to destroy the Thousand Sons (which makes one wonder about the two "lost" legions, if perhaps they had a similar fate...).

One element that I had to question was the subplot involving the psychicly aware Remembrancers. Their story was interoven with that of the main plot, but in the end we do not discover what their fate was. I understand Dan Abnett, author of the upcoming Prospero Burns had fallen ill, and was unable to complete the book by the deadline. Originally this book was to be released in April, but has been pushed back till much later in the year. It is possible that Abnett would pick up on this plot point, but due to unforeseen circumstances we are left hanging.

Overall this was a solid book in my opinion, and can't feel a little disappointed that the second part is so delayed.

Monday, March 15, 2010

Olympos by Dan Simmons

One of the things about sequels is that they must live up to the legacy of their predecessor. This is true in movies, but just as true in books as well.

One thing that can be said about the universe Simmons creates is that it is interesting, but incomplete. In this setting, we have technologically advanced post humans posing as Greek gods ("Any sufficiently advanced technology is indistinguishable from magic" or item three of Clarke's Three Laws), but we really never learn why they are posing as Gods, or even why Greek gods and not some other pantheon. And while Sebetos, Ariel, Prospero, and Caliban get sufficient fleshing out, the fate of Sebetos is never really developed (it just seems to leave ...was it sated on human misery? Scared away by the moravecs? Got bored?).

Nonetheless, Olympos still maintains a good pace and an engaging book. The ending is suitably happy, though one of the elements involving an early '60s (apparently) role-play of sex in the back seat of a teen-ager's car, interrupted by the apparent nuclear annihilation of a city seemed to serve little purpose (other than to say these far future post-humans have a poor grasp of history, unless it was some veiled suggestion of reality hopping of some sort...), and could have been more straight forward.

In the end, if you're looking for some unusual SF, Illium-Olympos might be something to look at.

Friday, March 5, 2010

On the Short Shelf I

I don't know if you are the same, but buying books gives me a little bit of an endorphin shot -- it just feels good. While invariably this means I have more books unread, it does mean that I never lack for reading material.

I picked up some books today, and ordered a few from Amazon. So what's on the "short shelf" for reading in the near future?

A Thousand Sons by Graham McNeil.  Another installment in the Horus Heresy series, I've been looking forward to this book (as well as the Abnett penned Prospero Burns companion novel, not yet released) since it was announced, and it promises to be a thrilling installment in the history of the Warhammer 40K universe. Detailing the razing of Prospero (homeworld of the Thousand Sons Space Marine Legion) by the Space Wolves Legion, it was pivotal as it was a landmark turning point, and a tragic betrayal as well. The book is quite thick, coming in at 558pgs. This will be likely to be read in the very near future.

Devil's Brood by Sharon Kay Penman. I tried reading Penman's books in the past (primarily When Christ and his Saints Slept about the reign of King Stephen, and his struggles against the daughter of King Henry I, the Empress Mathilda), but could never really get into them. This book, however, is set in one of my favorite periods of history, and about one of my favorite dysfunctional medieval families, that of King Henry II of England. Set during the Great Revolt of 1173, it promises to detail the betrayal of Henry not just by his sons (primarily Henry "The Young King" and Richard), but also by his formidable -- and much celebrated -- wife Eleanor of Aquitaine.

The Magician by Lev Grossman. I had first heard of this book when a friend of mine discussed how much he was enjoying it. I filed it in the back of my mind to look for it later, but a recent conversation on one of my favorite forums about Jewish fantasy writers brought it to the fore. Described as being a more realistic depiction of the "Harry Potter" idea, what if magic were real and people from our society were trained in its use? And what would you do if you had magic powers?

Sledgehammers: Strengths and Flaws of Tiger Tank Battalions in World War II by Christopher  Wilbeck. The Tiger tank was a much feared piece of equipment in the German army of WWII, but how effective was it really? Depsite the thick armor, good gun, and (for it's size) adequate mobility, it had a number of technical issues it never really resolved. It was underpowered for it's weight, and had frequent breakdowns. However, even with half it's strength reduced by mechanical issues, a Tiger battalion was a force to be reckoned with. Sledgehammers looks at this from a balanced view, to assess the value of the tank on the battlefield. This book is rather short as well, only 219 including pictures.

X-men, Vol. 8 by Marvel Comics. I've been reading these collections for several years. Consisting of black & white reprints of the original X-men comics series, it offers a cheap and accessable way for newcomers to read the series, or even older collectors that might not want to delve into their collection. X-men has always been a pretty solid storyline for the era, and with this volume we're starting to catch up to a more modern era. I admit I bought it to fill out my Amazon order, but it's certainly not unwelcome...

Monday, February 22, 2010

Illium by Dan Simmons

Hector. Paris. Achilles the Man-slayer. Helen. Menelaus. Agamemnon. These are the names from the epic The Illiad by the blind-poet Homer. Some would say it is a complete flight of fancy, while others feel there is a kernel of truth wrapped in centuries of elaboration and divine motivations to explain inexplicable events. What if, however, it is an exact retelling of the Trojan Wars, and the Gods indeed walked among mortals?

This is one of the themes of Simmon's book Illium. But rather what if the Gods were not divine beings sprung from Zeus and his inveterate coupling with anything that moves, but rather powerful and technologically advanced "post-humans?" With the ability to displace both time and space, the Gods have been observing, intervening, and guiding the war in a way that Homer relates. Observing on behalf of the Gods are the Scholics, men plucked from their own time, experts each on the Illiad. Of these, Hockenberry -- a contemporary of ours -- observes the action with growing disinterest...that is until he is given the Helmet of Hades and a QT medallion by Aphrodite with the purpose of killing Athena.

The advanced technology of quantum teleportation used by the Gods does not go unnoticed. The Moravecs, advanced bio-electro-mechanical entities seeded in the far reaches of the Jovian moon-system, have observed the massive use of quantum technology, which threatens the long-term existence of the solar system. An expidition involving the deep-sea moravec Mahnmut and the Hardvac moravec Ophu is dispatched to investigate and perhaps put an end to this "quantum polluton"

Finally, on Earth, now inhabited by perhaps a few hundred-thousand "old-style" humans, Harman, Daemon, and a few others meet Savi, the "last" Jew, as they attempt to unravel the mystery of the "Post-humans."

Overall, Simmons creates a well-crafted story that rolls along, and tempts the reader with ever increasing layers to the puzzle. The nature of the Trojan Wars unravels slowly, while the "old-style" humans are propelled into a world far more complex than their previous "eloi-like" existence suggests.

It's very hard to find any faults with the story, well crafted as it is, and indeed has inspired me to want a Achaian Greek wargames army.

Monday, February 8, 2010

Fading Suns Game Material: The Megasewers of Midian

Introduction: I have been, for a long time, a fan of the Fading Suns game setting. I ran a short campaign a few years ago, and generated some material for it. Recent posts on the Fading Suns Yahoo group reminded me of this material.

Sadly, the original source of this documentation no longer exists -- Holistic Design's Fading Suns web forum. While Holistic has faded away as a supporter for the game (I don't think the website has been updated in some time), Redbrick is continuing to support the game in their own way. 

So here I present some of the ideas I used in my campaign. Enjoy!

* * * * *

During the 2nd Republic, mankind’s ability to innovate and invent was not matched by any time before or after. One of these results is the vast waste disposal system beneath the crust of the planet Midian. The original settlers, mindful of the environmental effects civilization had, took every practical measure they had to mitigate this impact. However, by the time of the 2nd Republic, the technology and finances finally existed that allowed them to create one of the most impressive feats in waste management anywhere in the Known Worlds. This involved a massive network of tunnels, sluiceways, canals, and other water management systems, that disposed of their waste directly into the hot magma beneath the planetary crust. Organized in nodes, the most important – and extensive – node is under the capital city of Saiwhun.

The network is simple in concept, though the execution is titanic in scale. Beneath each major city a network of underground canals empty into large, domed galleries that serve to hold the water for a time. This water then collects and concentrates wastes from the cities and industries above. An automated process then vents the water into massive, hundred meter wide disposal pits that are, in some cases, more than a kilometer deep. Further channels at its base redirect the water deep into the interior of the planet, and disposes of it into the planetary mantle. The results: any toxins, poisons, or rubbish are instantly incinerated (though some planetologists would call this the ultimate form of recycling) and the water is super-heated and percolates through the crust, removing any final poisons or toxins and locking them deep beneath the earth. Finally venting beneath lakes, oceans, and other areas, the water is again reintroduced into the bio-cycle.

Originally, this system was carefully monitored and maintained by a powerful computer network, but also could be controlled locally by a number of sub-stations located within the system. Maintenance was carried out by a vast army of automated, or remotely-operated, machines or supervised by a small but experienced team of human operators.

Since the Fall, the system has been neglected and fell into disrepair. No longer possessing the knowledge to maintain – let alone navigate – the vast tunnel network, the local governments and ultimately House Li Halan, have allowed their efforts to lapse. While the system is so well engineered it requires little actual intervention, after a thousand years of neglect, it has begun to malfunction in places. Pumps have failed, galleries have become super-concentrated with toxins and rubbish. And some of the local and subterranean life has begun to infiltrate the system and use it for their own purposes.

Additionally, the network has become the favored hideout of miscreants, fringers, down-and-outs, escaped serfs, and others on the periphery of civilization. Often tales are told of strange rituals that supposedly take place there, criminal underworld deals gone bad, and even tales of secret bases, complexes, temples, lairs, vaults, and storehouses from everything from demonic or alien infiltrations, to local crimelords’ stashes.

The network has shown its fair share of attention from more well-to-do seekers. Drawn by tales of secret technosophy or heresy, the Temple Avesti periodically sends its members through seeking forbidden tech or rites. Tales of alien or seditious presences has frequently drawn the attention of the local Imperial Eye commander, while noble curiosity or simply responsibility has prompted Duke Alexander Zhu Li Halan to send patrols to clear out criminal dens or dangerous creatures that make their homes here. Finally, the Engineer’s Guild has conducted periodic expeditions here, though what they are doing here, studying, or looking for they have never revealed.

While the population using this system is more often than not human or (rarely) alien in nature, a number of local (and not so local) fauna has made this are their home. Sightless, anemonie like Midian Cavern worms have become a frequent and taxing problem, snaring unsuspecting travelers or prey with their sucker-covered tentacles, only to shrug off any weapons fire from their armored, segmented bodies. Other, more mundane creatures also make their home here, including a number of different species of fish – some growing to considerable size and easily swallowing a human victim whole. More troubling is the infiltration of the network by neo-raptors. The result of a 2nd Republic Big Game Hunting theme park, these are genetically reconstituted Velociraptor  neo-dinosaurs that have survived the Fall and made Midian their personal hunting ground. Fulfilling a niche similar to the Terran wolf, for the most part they shy away from civilization, but any traveler in these depths should beware and never travel alone – or unarmed.