This blog is moving to Bear ʕ•ᴥ•ʔ it can now be found at https://nkom.bearblog.dev/blog/
Necromancer Killed Our Master Club
Now found at https://nkom.bearblog.dev/blog/
Tuesday, March 19, 2024
Saturday, March 16, 2024
Why you should make a newspaper (Factions System)
A newspaper, or broadsheet can act as a fantastic way to hand deliver news about the world and plot hooks directly to your players. Between news articles, advertisements and "help wanted" posts you can provide wealth of information to your player relaively easily.
One of the main tricks to get intresting news for your paper is a faction system. This system is based off of the games by Sine Nominee Publishing and Blades in the Dark. The use of dice rolls can give you unexpected results, which can pump up your creativity and make your world feel more alive to both you and the players.
Faction System
Each faction is made up of a few elements, you can include your faction in the Faction Sheet:
Name: The name of the faction
Teir: Ranging from I-V (or I-III for smaller groups) these are the sizes and powers of your factions. Generally start with your largest scale and smallest scale (eg. town, region, principality ect), and figure out the steps between them. When factions fight they will roll with these numbers as a bonus.
Strength: There are 3 strengths a group can have Might, Wit or Wealth. Mighty factions have martial superiority, Wit factions have secrets and politics, Wealth factions leverage resources and money.
Characters: Come up with 3 characters that will be relevant to a party meeting the faction, the first should be the leader generally. These are the characters the party will meet so they don't need to be the biggest or most powerful characters just approachable or iconic ones.
Relationships: The Enemies and Allies of the faction.
Base of Operations: The home turf of the faction, this could be a city, kingdom or building depending on the scale of your campaign.
Goal: Each faction should have a current short term goal they are working towards, this will likely be achieved during the course of the game. This should have a clock with 4, 6, 8, 10 or 12 segments depending how hard it will be to achieve.
Extra Components (can be ignored for a simpler game):
Bases: Factions can have additional bases, of a number equal to their Teir. This base makes a location their Turf, giving them a +1d for their turns. Building a base must be completed as a goal.
The Faction Turn
A faction turn occurs between sessions or adventures, it is a non-specific amount of time where the factions act in the background. The GM should select which factions are Active, meaning currently involved in the story or of intrest to the story, factions can become active or inactive as their role waxes and wanes. Each faction should then take a turn, from smallest teir to largest, they will try to achive their goal by rolling a check, first however:
- If the goal is on Enemy Turf the factions make contested rolls of 2d6+teir, if the defender wins the attacker does not get to take an action.
- If the goal is on an Allies or their own turf they can add half of the allies tier (rounded up) extra dice to the roll.
- If the goal is in line with the factions strength they may add +1d to the roll.
- If the players have influenced a goal or action, just change it in accordance with their effects, or grant bonus' if the outcome is unclear.
If factions goals bring them into direct conflict they may enter a War, factions at War have the goal "War with <faction>", with segments equal to 2+2×[Teir of enemy], they will make a contested roll to fill their clock whomever fills their clock first wins. The losing faction must either lose 1 teir or change their base of operation/lose a base.
Finally a faction can increase their tier as a result of a large enough goal or set of goals. If the setting is constrained then a faction might have to win a war in order to increase in teir.
The Newspaper
Thursday, January 11, 2024
Ancient Spells of the Gods (GLOG: Spells)
These spells are not like regular spells, they cannot be cast with magic dice, but instead cast as long as one has reached the requirements to cast them. They must be challenged and found, you cannot transcribe these spells or teach them to another.
Song of Orpheus
Orpheus' LamentSlow spell, ConcentrationWhile you sing the song of mourning the ground opens in front of you and you, and any companions, can walk through stone, as a passage opens in the solid ground. The First Verse lets the group travel through natural stone and earth, the Second let one walk through worked stone and magical spells, the Third lets one walk to the lower planes, the staircase leading to the domains beneath the earth.
Each verse becomes more difficult than the last, the caster loses 1 stamina for each hour singing the first verse, 2 for each singing the second and 3 for each hour of the third. If the caster runs out of stamina they take a wound Sore Throat when the caster stops singing they must save and on a failure they begin to become petrified, turning into a statue of salt. This can be prevented or undone with rare magical materials, such as a Basilisks stomach bile.
This spell is sentient, but can only communicate in emotional chords, it is kind, loving and always falls in love with the caster. It never wants to go back to Desponia and will do whatever it can to avoid being reclaimed by her. However it fears loss and wishes to petrify it's caster to forever keep them together.
The Lost Storm
The First Mile of the storm rains in burning acidic rain, dealing 1d6 damage for each minute a creature spends under it. Furthermore it begins to dissolve metal or organic materials. Some materials are not dissolved by this rain, they must be found to keep sailing.
The Third Mile the rain freezes into dagger like shards, this will tear apart anything softer than steel and deal 2d6 damage against characters hit.
The Fourth Mile causes frost to climb over solid surfaces, attempts to move require special equipment or risk slipping and falling. Fog rises preventing one from seeing beyond their arms reach, and howling winds swallow words spoken.
The Eye of the Storm is a mile wide calm area, the winds are completely still and sunlight streams from a gap in the clouds at all times. Here a Isle can found formed from a towering sword, atop the sword a carving can be transcribed to learn the spell, this must be transcribed in steel for all other materials will be destroyed by the spell's power.
Storm of TalosRitual (5), ConcentrationOver the 5 rounds of the ritual the storm begins to gather above the caster, any beings with magical talent can feel the power emanating from the spell. Once it is cast the Storm described above begins, each mile forms above the caster, effecting them and anything in a mile for a round, before moving an out as the next mile begins until the caster is safe within the eye. The Storm moves with the caster while the maintain concentration, multiple characters can carry the concentration together, the storm remaining while at least half of them hold onto the spell. When the spell ends, by the concentration ending or the casters choosing to end it, the storm fades over minutes.
The spell is sentient and is a spirit of war, it seeks battle and war and advocates for violence when it can solve a problem. It does however understand peace and when it must be used, it cannot stand to see betrayal or injustice. It struggles to understand the limitations of mortals, seeing any enemy as worthy of it's use.
Chains of Tartarus
Vow of TartarusRitual (10)With the true name of a creature you can see you can begin to bind them, they are slowed and stunned while you cast the ritual. At the end of the ritual chains and burst from the ground and drag them into the depths, where they are bound into the alcove you claimed. However if the ritual is interrupted your magic will backfire and you must save or become bound in your own cell.
You may choose the appearance of the cell and how the passage of time is perceived inside. You cannot bind a creature with more HD than the creature that was already contained within the cell. Once you've cast this spell your alcove is filled, and you cannot cast the spell unless you were to free the creature inside or claim another alcove.
If somebody else defeats your guardian, a copy of yourself and any allies you bind alongside you, they can free the bound creature and claim the alcove for themselves.
The Name of Death
Die
FastA creature you can see dies, however Death now knows your name.
Nameless God
The Ancestor
Slow
You summon a shadowy creature that resembles you, it acts as you command. You can pass through the Ancestor and vice versa. The ancestor may only remain for the scene before fading away out of view. The Ancestor cannot be summoned more than once per day.
When it is first called the Ancestor has no details and has the statistics of a 1 HD commoner, you may make one skill that the ancestor has. When you have summoned the ancestor a number of times equal to it's HD it increases it's HD by 1.
When the Ancestor Reaches 3 HD, you may choose a feat for the Ancestor to gain, you must also choose a gender & ancestry for your ancestor. When the Ancestor reaches 5 HD you may choose a class for the Ancestor to take one level in, you must now choose a voice for your ancestor. Your ancestor no longer increases in HD at this level.
When you reach your final level or die the Ancestor may claim a name, they become a player character at 1st level with the Feat and Class you chose for them. When they reach their final level they will ascend, becoming a minor god, of a domain appropriate to their nature. You, or your party, may then ask one Wish of them, which the nameless god will grant you if it is within their power.The Ancestor is sentient, their personality develops as you discover them, they cannot talk until their final level, before then they can only whisper in your ear.
Each time this spell is completed, and a minor god ascends the nameless god gains one letter of their name when the god has regained it's name in full it will rise again, a full god, shaped by those who discovered it.
Saturday, December 2, 2023
He was just one day from retirement (NKOG Class: Guards)
The Guards
"STOP You've violated the law, pay the court a fine or serve your sentence." Source Unofficial Elder Scrolls Pages & Bethesda's ESIV: Oblivion |
Starting Equipment: Fancy Armor (Medium), Long weapons, mementoes of their families
Background Question: Who or what did they first protect?
XP Trigger: Special. Guards level is always the average of the parties level.
Starting Stamina: 1d12+6 rolled each time they recover
A: | Guards! Guards! Guards!, Look Out Sir! |
---|---|
B: | Captain of the Guard |
C: | Charge! one at a time, +1 Lieutenant |
D: | We'll Handle it, +1 Lieutenant |
A: Guards! Guard! Guards!
The entire squad of bodyguards are represented by one HP pool which becomes equal to 1d12+6 each time they recover. When they take damage they act as one target. Any effect that would kill or Wound a character instead cause 1hp to be lost as a single guard dramatically dies. Other effects either affect them all or fail completely.
If reduced below 0 HP, the Guards all die in tragic-comic fashion except for the Named Characters. If these all survive to recruit a new crew within 1 session, they can become The Guards again. Otherwise, they disband except for one Named Character who can start to gain classes.
The Guards have encumbrance as a normal character and can only carry the same coin as a regulars character. They will inevitably lose, forget or have stolen from them anything beyond that. Weapons, clothes, ammunition and armor do not occupy inventory slots. Guards need 10 copies of a weapon or item to benefit from it. They consume rations and ammunition as if there were only one of them.
At any one time the guards have as many people as is needed for the scene, if needed the rest can pour from a side room where they were standing guard or gambling.
A: Look out Sir!
The bodyguards can leap in front of an attack that would wound an ally they can see. They take the damage instead as the guard tragically dies.
B: Captain of the Guard
The Guard squad gains ranking members for each template they gain past B, these members have a name, skill and family. They can each act with this skill once per session before fading into the background. The First named character is the Captain, each other character is a Sargent. When a ranked character dies other are promoted to fill the spaces.
C: Charge! one at a time
The Guards can one at a time charge at an opponent and die pointlessly to them. However the opponent will be unable to move until the guards are all dead or they chose to retreat on their turn.
D: We'll Handle it
The bodyguards can sacrifice 1d6+3 stamina, and one ranking character to split off a group to scout, guard or escort something. They will inevitably die but they will be mostly successful in their mission and leave the ranking guard behind to die dramatically after giving the party the information they need.
For example, the guards sent to escort the prince are all found dead but Graham, who was one day from retirement, is bleeding out on the side of the road. He lets the party know that the prince escaped with a ranger they found in a nearby town and is heading towards the capital. He then lets out his last breath, still clutching a photo of his husband.
Sunday, November 12, 2023
Godly feats (GLOGtober 2 #6)
The First Gods
The Shinning One
Zin, The Lawbringer
Hestia, The Hearthkeeper
The Second Generation:
Talos, The Stormbringer
Zois, The Gravekeeper
Dama, The Weeping
The Chthonic Ones
Tartarus
Hypnos
Hades
Tuesday, October 17, 2023
Weapons of less destruction (GLOGtober Challenge 1 #4)
GLOGtober Challenge #1: Rolled a 4, Magic items that are unintentionally also magic weapons.
Cleansing Rod.
Hedge Mages Spells*
You summon an invisible, intangible servant. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot go further than the range of the spell away from the location where the spell was cast and can only take a single harmful action, dealing [sum] damage maximum and being dispelled.
Monday, October 16, 2023
I know a guy (Downtime rule & contacts)
Relationship Rules
Relationships of NPC’s with the party can be characterized by the relationship level system. The system defines how a character will help or hinder the party. When attempting to persuade, barter or otherwise negotiate with the NPC the characters roll a number of dice modified by their relationship level with them.
These relationships also apply to Factions the larger groups that interact with characters.
Level | Name | Effect |
---|---|---|
-3 | Rival | Will actively seek out the party to obstruct them |
-2 | Enemy | Will obstruct the party if they come across them, even it it inconveniences them |
-1 | Opponent | Will deny the party help unless they have a strong motivation, will obstruct the party if it requires little effort. |
0 | Neutral | Will not help or hinder the party without reason |
+1 | Acquaintance | Will help the party in easy ways unless they have a reason not to |
+2 | Friend | Will help the party unless it heavily disadvantages them |
+3 | Ally | Will actively help the party in whatever way they reasonably can |
Downtime: Carouse
- Full Success, you earn 2 Favors from the people you met.
- Partial Success, you earn 1 Favor
- Failure, you earn 1 Favor but a Complication Arises.
- Your Favor is in trouble, such as debt or imprisonment, and needs some help before they are able to help with anything.
- You manage to make an enemy with a character, a faction or character you have a neutral relationship with will become an opponent until you appease them.
- You attract attention from the law, you must either pay a coin in fines or hide until they forget your face.
- You are blacklisted from your venue, you'll have to find a new location before you can carouse in that manner again.
- You owe someone else a favor, which they will call in before you can use the favor you earnt.
- You've managed to catch a disease, curse or ailment that while benign now, will get worse each downtime until you find a cure.
Moving Day
This blog is moving to Bear ʕ•ᴥ•ʔ it can now be found at https://nkom.bearblog.dev/blog/
-
GLOGtober Challenge #1: Rolled a 4, Magic items that are unintentionally also magic weapons. Cleansing Rod. A failed mage was known for was...
-
These spells are not like regular spells, they cannot be cast with magic dice, but instead cast as long as one has reached the requirements ...
-
I've recently had trouble in one of my games with a busy player, dropping the party from 3 to 2 characters. To solve this I used The Cre...