Friday, June 19, 2009

Submission: Meteoric Iron

Meteoric Iron +500 gp.


Universal Item Modifier


+2 STR* +2 DEF^ + CAP


Only a few bits of the near mythical 'Star Metal' are known to exist: kingdoms have fallen over the desire to own the weapons forged from it. Weapons add +2 to damage*, shields and armour add + 2 to DEF^, ignore special effects of acid, and may be used to parry magical attacks (COR vs. SPD).

Submission: Mithril

Mithril +350 gp.


Universal Item Modifier


+1 STR* +1 DEF^ -Half CAP


Found only in the deepest of mines is the legendary 'Bright Metal', coveted by craftsmen all across Grandilar. Weapons add +1 to Damage*. Shields and armour aad +1 to DEF^, and all halve their CAP incurred (minimum of 1/2) due to reduced weight.

Submission: Adamantine

Adamantine +250 gp.


+2 STR* +1 DEF^


Universal Item Modifier


Using techniques almost forgotten since Death Day, Dwarves craft fine weapons and armour from this dull grey metal. Weapons add +2 to damage*. Shields and armour add +1 to DEF^, and ignore all special effects caused by acid.

Submission: Silk

Silk +100 gp


+ 1 DEF*, +1/2 CAP


Universal Item Modifier


A fabric made in the most distant lands of Grandilar, silk is strong and shiny. As clothing it provides +2 to rolls when bargaining with merchants & townsfolk, and attempts at Charm or Seduction. As armour it adds +1 to DEF*, and stacks with other armour worn.

Saturday, June 6, 2009

New Elementalism ideas on Mark's Madness Blog

There is a new batch of Elementalism card ideas on the Mark's Madness blog. You can use this handy link to go over and take a look.

Wednesday, June 3, 2009

Spell Catcher

Spell Catcher 18cp

Universal Anchor 4hrs/F


This is Ritual Magic. The Spell Catcher catches cast spells on a scroll skin and creates a scroll that can be used by anyone. Success at +2 +1 per Magic Anchor processed versus the card points of the spell being captured. Spells that qualify have scroll cards.

Notes:

The ability to print standard cards has made us think about creating 18 card sets of scrolls. Ritual Bonuses would apply. By limiting the Spell Catcher to existing cards we can decide publicly (here) which cards can be made into scrolls and which can not.

In general:
Scrolls require the ability to Read any language (they are magic and form to the reader). All scrolls are activated by using one or more actions. All Spells may be made into scrolls. Scrolls detect as magic items and may be dispelled as the spells they are. Scroll cost is variable.
1 cp= 25gp, 2 cp= 55gp, 3 cp= 90gp, 4 cp= 130gp, 5 cp= 175gp

6 cp= 225gp, 7 cp= 280, 8 cp= 340, 9 cp 405gp, 10 cp= 475

11 cp= 550gp (25x11x2)

To allow for increasing difficulty the scroll cost formula I used is 25gp per cp plus 10% per cp over 1.

Thus 11 cp is (25gp x11cp x2) = 550gp total.

12 cp would be 25gp x 12cp x 2.1= 630gp total.

Monday, May 4, 2009

Astral Deflection

Astral Deflection, 4 cp

Astral, Spell, Ace, 0/F (IND)

Success at +1 versus +0 deflects and magic damage causing attack, or spell, to miss its target and do no damage. Only one may be used against one incoming attack, or spell.

Quick Astral Spike

Quick Astral Spike, 5cp

Astral, Spell, Ace, 0/F (IND)

Range 60 feet. Causes 2d6+2 Magic Damage. May be dodged at -6 SPD. Ignores DEF.

Grand Astral Spike

Grand Astral Spike, 18cp

Astral, Spell, Ace, 1/F

Range 300 feet. Causes 2d6+25 Magic Damage. May be dodged at -9 SPD. Ignores DEF.

Astral Spike

Astral Spike, 9cp

Astral, Spell, Ace, 1/F

Range 150 feet. Causes 2d6+10 Magic Damage. May be dodged at -6 SPD. Ignores DEF.

Grand Astral Whip

Grand Astral Whip, 14cp

Astral, Spell, Ace, 1/F

Range 40 feet. Causes 2d6+25 Magic Damage. May be dodged. May add Whip Master bonuses. Ignores DEF.

Astral Whip

Astral Whip, 7cp

Astral, Spell, Ace, 1/F

Range 20 feet. Causes 2d6+10 Magic Damage. May be dodged. May add Whip Master bonuses. Ignores DEF.

Sunday, April 26, 2009

Short Fuse - Flaw

Short Fuse -3cp

Universal Anchor Flaw 0/P

The character has a tendency to loose control and become angry and belligerent when provoked or at poorly chosen times. The player is responsible for role-playing this flaw.


Notes:

As this card goes on a character, and it is not a GM card, it is a part of the character and the player is responsible for reflecting the characters personality.

Thursday, April 23, 2009

Astral Theory

Astral Theory 8 CP

Universal Anchor 0/P

Requires Mentor to learn. Requires Read and Write. Allows user to acquire Astral Cards. May only use Wizardry, Necromancy and Astral spells.

Roll each time an Astral card is activated. On a roll of "2" take 2d6+6 direct Magic damage and drain the card.

Notes: Not much to say. You heard about it in the GGP Podcast.

1. Astral Theory is a Universal card, so you don't take damage from it, just Astral cards. The player, of course, will be responsible for tracking this. After all, it is your character, and the GM already has plenty to do.

2. Text just barely fits. It is clipped language, but it gets the message out there. Tough putting complex cards into "Card Speak" and make them fit.

Wednesday, March 18, 2009

Lost Past - Flaw

Lost Past +3 CP

Universal Anchor Flaw 0/P

When this character first metamorphosed into a shape shifter the experience was so traumatic that they lost all memory of their past. They do not get any background card. Their memories start with their first change. May not be combined with Non-Shifter Characters, Latent Shifter or Denial Flaw.


Tuesday, March 3, 2009

The Brotherhood PDF's

Yes, they are available as Beta Downloads. This is the place to make your comments. The concepts showed up on the Mark's Madness Blog for your commentary. And now the PDF's are in available for Download here.


Let the screams of pain begin!

Thursday, February 26, 2009

Coyote Form - Werewolf - Submitted card

Coyote Form 6 CP

Werewolf ACE / 0F / V

STR +1 COR +2 SPD +3 WIS 0 DEF +3 CAP 0

Independant. Play to transform a werewolf character into coyote form. The shifted character may not use weapons, armor or humanoid languages, or any items which require hands to use. May communicate with other wolves at GM's discretion. May use werewolf cards. A character may only play one form card at a time.

A coyote gets +2 to use Hypnotic Gaze and +2 to stealth and perception.

Saturday, February 14, 2009

Agony - Jikadell/Witchcraft

Agony CP=10

Witchcraft/Jikadell Ace 1 / F

Cast to inflict 2d6+12 magic damage. Success at +2 vs. +0 causes the target to lose their movements during the next round.

"Elethay's Blessings do not include Agony, yet, when forced, I will use it." Mother White.


*NOTES*

1. Gamemasters will have an entertaining time determining what happens to a flyer with no movement. Use your imagination and Judgement as guided by your experience.

2. A Character's Magic Resistance Bonuses would be added to the "+0" contest.

3. The magic damage would be applied first. Then the contest over the targets movement would occur and it has no effect on the damage. It follows the order listed in the card rules.

4. For those of you reading Sue's Gatekeeper comic at My Online Comics, Agony is used in Gatekeeper.

Friday, February 13, 2009

Skitter - Vermite

Skitter 2 CP

Vermite ACE 0 / F (IND)

Use as a Vermite or in Vermite Form. Play to Dodge a melee attack. Used as an escape maneuver, may not be combined with Fancy Footwork. Only one may be played per round.

Thursday, February 12, 2009

Journey Storm - Astral Spell

Journey Storm 20 CP

Astral Spell / 10 actions/C

The spell creates a small Od or Warp storm that lasts five minutes. The storm exists at two points. One near the caster and one at the destination. The destination must be known to the caster. Any number of creatures may travel through the Storm to the destination, or back. Od or Warp damage is 4 points.


*NOTE* Something just a little different to consider. Dual actions would cut the casting time in an emergency. "Make It Independent" only works on "an action", so could not be combined with Journey Storm.


This is one of the Astral Spells developed by the Blackwind Mystic Scientists which played into their Clans banishment.

Wednesday, January 21, 2009

Tail Trick: Sweep - Submitted Card

Tail Trick: Sweep


Vermite Ace 0/F 3cp


Play on Dodge. Success on +STR+SPD vs. target +STR trips the target, which takes ½ its STR in subdual falling damage. Does not work on flying targets. May combine with Fancy Footwork. Channel Strike adds to STR on contest but not to damage. May use in Giant Rat form.

NOTES:

Well, I did it…I think. Text is 272 characters, with spaces, by my count. ;)
I envision this as a full body dodging move where the Vermite drops low and spins, whipping its tail around in the process and attempting the trip. The Vermite can run for it after the move, unlike the Drop Kick without a Fancy Footwork. With this ace, you play Fancy Footwork to stay put and hit your foe while he’s down.

Tail Trick: Riposte 3cp - Submitted Card

Tail Trick: Riposte 3cp


Vermite Tail ace 0/F


Independent card. Played when Defending, the vermite adds a spin that slaps the attacker with its tail as an extra unarmed melee attack, whether the defense succeeds or not. May use in Giant Rat form. May not combine with Fake.

NOTES:

A counter strike for the vermites, and something else for the tail.

Monday, January 12, 2009

Head Butt 3 CP

Head Butt 3 cp.

Vorn ACE 0/F.

+4 STR. Use as a Vorn or in a form with combat horns. Combine with character’s movement to make a +4 STR attack. Movement ends where the character engages opponent in melee. May not be combined with weapons.


-What'd you think the horns were for?


NOTES: This one is both appealing and tricky. We would not want a Vorn Pegasus head butting people, the head is not designed for it. The Vorn Unicorn, on the other hand, has a head for the job. We would need a discussion on this and list on the web page exactly which forms qualified.

Monday, December 8, 2008

Web Spitter Feature

Web Spitter 4 CP

Warp Feature Anchor 0/F


Independent. Use once per round. This feature allows the creature to spit a sticky web up to 20 feet per STR of the creature. The web causes the target to be -1 SPD. The first time the target rolls a zero or less for initiative they become immobilized. The web has 8hp per hit on the target.

NOTES (Which will appear on the web page if we publish this):


I knew this was a mistake when I took the job. Nobody goes to the Plagueland Jungles for their health. Stuck here in this "goo" gave me time to consider my mistakes. First, never take a job as a scout for a shape shifter. Of course I didn't know that when I took the job. Second, never tell someone you are an "expert" on a region when you are not. I had heard some bardic stories on the area, so I figured I could fake it. Third, don't laugh at stories of spiders that are several hundred pounds. My Goddess, who could believe such fables! That thing coming towards me certainly looks like a spider, spits web like a spider and has a body twice the size of a man. I'm guessing my time for recounting mistakes is just about over....

Mark's Commentary:
The Plagueland jungles have spawned a number of warped spiders that have infested warped zones throughout the stormlands. While many of their warp features have become inherited in several species and can't be Purified, if they show up in other creatures at random they can be purified.


These webs are such that they could be defected with skills like Parry Missile. They could also be dodged using Tigrean Reflexes, Unicorn Gallop and Mystic Reflexes. Basically I will let it be dodged by any card which gives a character, or cast, an extra dodge (That covers future cards and cards I missed). I would also allow a Unicorn Flashdance or Teleport with Make It Independent added to it get you out of the way.

The HP of the web represents the damage that must be done to them to remove them. It will take small edged weapons to get this stuff loose, and even then the target may also suffer damage if it is not done carefully. The GM, and maybe other players, will "help" you with role-playing the caution needed.


The idea behind publishing this type of feature separately is to allow for less use of space in upcoming cast cards and to let the GM's fertile imaginations create their own monsters!

Edited 12/11/2008 I expanded my dodge commentary.

Tuesday, November 4, 2008

Purge Ritual

Purge Ritual CP=9

Witchcraft Spell ACE 1/V

Used to purge Diseases. Contest is +1 for every four hours of ceremony versus "0" or the Diseases Resilience. The caster spends as many hours as they wish to gain bonuses to Purge. The ceremony requires full attention and uses an action every round.

Thursday, October 2, 2008

Pack Frame

Pack Frame
item. 1/2 CAP. 20 gp.
This is a lightweight, flexible frame that can hold a backpack and up to two sacks or shoulder sacks. Up to 12 CAP of additional items may be attached to the frame by a series of straps. The frame allows the items attached to it to be picked up or put down as if they were a single item, but does not otherwise affect the CAP or the accessibility of the items attached to the frame. It takes an independent action to put on or take off a pack frame.

This item would have been invented by a shapeshifting Valarian. The idea is to allow a character's stuff to be put down or picked up quickly. So, if characters who dropped their stuff need to make a hasty retreat, there will be no question about what can be grabbed in a hurry. Items that are attached to a pack frame would be in essentially the same position that they would be if the character was carrying them without a frame, so accessibility would not be affected. For example, a sword can be attached to a sword belt or attached to the waist strap of the pack frame, and would fall at the character's hip either way. Belt pouches likewise could be attached to the straps of the frame instead of to a belt. The backpack would still be on the back, and the two shoulder sacks would loop over the pack frame on either side and still fall to either side of the character's hips in about the same position they would be in if the character looped them over her shoulders on either side. The items on the pack frame cost the character exactly the same CAP as if she were carrying them without the pack frame, so she can't carry more stuff, she can just carry what she has more easily.

Another suggestion I got, what do you say?

Monday, September 29, 2008

Tailwhip

Tailwhip 3cp
Wererat Tail ace 0/F
Independent card. Requires Prehensile Tail. The wererat uses its tail to make an extra +STR+COR melee attack. Limit 2 per round. May not use during a Tail Squeeze.

Prehensile Tail

Prehensile Tail 3cp
Wererat form enhancement ace 0/V
Independent card. Play in Giant Rat form. May use tail to carry items it can wrap around. If empty, may use Tail Aces. Drains with the enhanced form.

Thursday, September 25, 2008

Clan Fortitude, 5CP Boon

Clan Fortitude 5cp boon
Clan Anchor/Boon 0/P
User forms a psychic bond with other known members of the same bloodline in line of sight who choose to enter the bond. Bonded characters may speak mind to mind. Fortitude members get +1 to all non-combat rolls for everyone in the bond.

So, it functions simliarly to a Channel Link without the WIS bonus and provides extra support for non-combat rolls. Clans have just kind of sat around for a long time and have only provided individual benefits through cards. This would be the first in possibly a number of clan cards to benefit clan members working together.

EDITED: Based on the first few comments I have adjusted the wording to be "bloodline" rather than "clan". Added "known members" for "members", so if you keep your bloodline a secret you will not be asked to join the bond, the user will not know to invite you.

Blowgun Fire Dart

Blowgun Fire Dart
Magic item 50 gp COR +2
This dart holds 2 Fire Finger spells which are cast when the dart hits the target, adding 2d6 magical fire damage to its normal damage.

Thursday, September 4, 2008

Wererat Prime Form Enhancement Wererat Ace 0/V 4 cp

Wererat Augmentation Wererat Ace 0/V 4 cp
+2 SPD

Independent card. Play to augment any Wererat form, making it faster and capable of Blood Surges. Drains with the form it augments. Only one Wererat Augmentation may be in play.

EDITED: June 14th, 2009

Tuesday, September 2, 2008

The Big Bite Das Karr Ace 0/F 5cp

The Big Bite Das Karr Ace 0/F 5cp

Independent card. Play to allow the Das Karr to perform an additional Bite attack on her Initiative. May be used by Das Karr or those in Das Karr Form. Only one per round. May be combined with Unarmed Mastery and Universal STR adding cards only.

Thursday, June 19, 2008

Mind Bender, Warp Storm Feature 100 CP

Mind Bender, Warp Storm Feature 100 CP

Mind Bender Storms reduce the WIS of all non-warpspawn, madspawn and undead by 3. Odkin and Shapeshifters are at -6 WIS. The range of this feature is a one mile radius around the storm. Mind Bender storms can come in any size. These storms are inhabited by spawn as Necros do not like these either.

Tuesday, June 3, 2008

Skorn Mystic (Cast, Warpspawn CP 46)

Skorn Mystic (Cast, Warpspawn CP 46)

BASE STR 5 COR 0 DEF 4 SPD 1 WIS 0 HP 54 CAP 8

Skorn are aggressive to non-warp creatures and harbor a special hatred of Orcs. Sometimes skorn are lost in their own thoughts (8-12 on 2d6) and they ignore everyone. A skorn may use its tail stinger to make an additional 0/F melee attack, on its initiative, which does poison damage. Skorn Mystics are skorn born with the ability to use witchcraft. They can't teach it nor do they understand it. Skorn Mystics may use witchcraft spells.

Monday, June 2, 2008

Warp Terrain Effects

I am looking for as many ideas as I can get to add to this list. The whole idea here is to help give the players a sense of exactly how dangerous and wierd the warped terrains really are. It can also add an excitement to simply traveling to and from a mission. I will, of course, entirely forget where more ideas came from and not give credit where credit is due! (You can guess that I'm working on a GM book, but I have no idea when or how that will happen.) So, please feel free to post your ideas here and to start using these.

Warp Terrain Effects: Fun and Games for the GM in the lands of Warp.

The Stormlands has many warped areas. These areas are composed of ground and air which is as affected by the warp as the madspawn who live here. The following Warp Terrain Effects illustrate the dangers that the area itself poses to non-warped creatures, such as the characters. In general the ground is, to some degree, responding to the characters because they are "different" i.e. not warped. They therefore become a catalyst for these effects.

Frequency: These effects should be used between each encounter in an active, or new, warped area. In more stable, or older, warped areas these effects may occur every two or three encounters.

Describing the scenes: As one of these effects are happening the GM should go into the feel of what is occurring in a way that shows the players how strange these occurrences are. Listen to how the characters react and modify their individual rolls based on how the players have their characters behave.

Modifying Effects: The GM should add their own nasty ideas and if a party is too powerful, the GM should increase the effects. Younger characters would not be sent into the most vicious warp areas. Therefore as characters grow the areas they enter will become more dangerous. If the characters are young the GM should reduce these to make them scary, but not deadly.

Warp Lightening (Warp Terrain Effect, EXP 7 per targeted character)
A magic attack (May be dispelled, it gets a +7) that does 2d6 warp damage direct to a target, warp DEF does not reduce this type of damage. Does not target warpspawn or madspawn. Those hit must make a Tox roll.
Frequently this attack is attached to a warped terrain and it happens each time a character changes into a form. This is tougher on Clanborn characters as they are always in form and they should be hit 3-4 times at random during an evenings play and each time they change forms.

Earthen Daggers (Warp terrain effect, EXP 6 per character in party)
A sudden explosion comes from the ground and it spits out a series of earthen stone daggers that do 2d6+2 physical damage. Physical defense does help here. Each character would be hit by one dagger. This happens in a flash and is over.

Rolling Warp Ground (Warp Terrain Effect, EXP 3 per character in party)
The ground begins to rumble and groan. A series of 6 foot tall waves roll through the area tossing the party about. Everyone must make a +COR roll to stay on their feet. If the character falls they will take d6 physical damage and may be laughed at. In fact, the ground may laugh at them.... This sequence takes 3 to 4 minutes to subside.

Sudden Heat (Warp Terrain Effect, EXP 8 per character in party)
The temperature raises to 120 degrees in 60 seconds. The sudden heat does 2d6 heat damage. In about 19 minutes the temperature begins to lower and it is back to normal in about 20 minutes.

Sudden Cold (Warp Terrain Effect, EXP 8 per character in party)
The temperature drops to 50 below in 60 seconds causing 2d6 cold damage from the shock. This sudden temperature change is accompanied by a snowstorm reducing all types of vision to about 30 feet. In about 20 minutes the temperature suddenly returns to normal and the snow melts.

Poison Air (Warp Terrain Effect, EXP 5 per character in party)
An invisible cloud of poison drifts by causing d6 poison damage to those who breath it. With no sound and no smell the cloud envelopes the party and passes on by in a single moment.

Warp Wave (Warp Terrain Effect, EXP 4 per character in party)
The ground once again begins to vibrate and groan from the effects of the warp. This time an invisible wave of warp passes by doing 6 warp damage, plus the warp of the local terrain. This warp is reduced by a characters warp DEF.

Sudden Darkness (Warp Terrain Effect, EXP 3 per character in party)
In a matter of seconds a complete darkness overcomes the area. It wipes out even nightvision and any other vision. Warpspawn stand very still. If you move, make a SPD roll or fall on you ***** and take d6 damage. Could other dangers be wrapped in here? well, see your GM.

Root Quake (Warp Terrain Effect, EXP 7 per character in party)
The warped land begins to moan and sway. Suddenly roots break out of the ground entangling those above. Each character is entangled by d6-COR roots. Each root has a STR of 2.

Acid Rain (Warp Terrain Effect, EXP 7 per character in party)
A gentle rain falls from a cloudless sky. The rain is an acid rain causing pain and d6 direct damage. Roll afterwards for each exposed non-magical piece of equipment. On a roll of 2-4 on 2d6 the item is destroyed. If a sack, or other container, is destroyed the "stuff" inside is exposed and must be rolled for as well.

Solid Air (Warp Terrain Effect, EXP 6 per targeted character in party)
The slight wind has a strange whistling sound here. Characters with Dark Sense will detect solid blocks of air at 20 feet and be able to walk around them. Others will take damage equal to their movement in physical damage. This is especially hard on flying characters. DEF does work.

Sunday, May 25, 2008

Mountain Ogre Cast

Mountain Ogre, Cast, Warpspawn (CP 65)

STR 12, COR 2, DEF 4, SPD 0, WIS -1, HP 100, CAP 10

Mountain Ogres are found in normal and warped forests. Mountain Ogres can form rocks and throw them 150 feet doing 2d6+8+COR damage. Ogres are aggressive creatures, except towards Orcs, to whom they are neutral. They live in small bands of 5-6, but frequently hunt alone.

NOTE: It appears that Ogres actually have a hint of Dragon's blood and may be an off shoot of the Orcish race. Ogres speak a corrupted version of Orcish.

Thursday, March 6, 2008

Felix the Rat, Put your card ideas here!

OK, how about we do this thing.....

Tuesday, February 26, 2008

Vermite and Wererat Ideas here

OK, put em up. Remember to put them in card format.

Peryton and Vorn Ideas go here

Put your Peryton and Vorn card ideas here. Remember that these need to be in card format.

Werebear Ideas Here

OK, lets see what you guys have. Hopefully yuo will have some well tested cards for us. Remember to put them up in card ready format.

Sunday, February 10, 2008

The Wafer Beta Card Pics, comment below





Wafers, something different. Comment Here.

The wafer card series is initially designed to add more variety to low power campaigns and to add a new role-playing opportunities for players looking for them. They allow Shamans, Witches, Barbarians and other characters to add a "specialty" that allows for greater differences between characters and even campaigns.

Later we can use this as a mechanism to add more diseases, poisons and cures within the game.

These will have little value to high CP characters, but as trade items, scenario devices, treasures to be found, and a small boost for lower CP characters, I think they have a place in the game. 

To try to keep the comments more together I am making this post such that it allows the comments and not on the individual wafers. We shall see how that works......