Friday, March 27, 2015

Far Away Land: Great Koothooloo

Unfortunately, in all of it's wacky awesomeness, Far Away Land just does not have enough pseudo-Lovecrafian elements... and by pseudo-Lovecraftian elements, I mean totally Lovecraftian monsters. So I'm going to change that.  Enter Great Koothooloo and his Cultists; Shoob Noogerath, Tsoothoogua, and Hastoor are soon to follow.

GREAT KOOTHOOLOO (40)
Archetype: Monster
Size: Enormous (+30)
HP: 82, AC: 8, ACT: 10
BRT: 7, DEX: 4, WIT: 4

Great Koothooloo (pronounced koo-thoo-loo) is a monstrous being of pulpy green flesh, with flappy, clawed feet and hands, huge bat-like wings, and a tentacled, octopus-like head.  Great Koothooloo exists in a sort of suspended animation in a sunken city constructed using techniques and geometries which would drive most denizens of Far Away Land insane were they to walk its streets.

Great Koothooloo can only leave his home when the stars are "right", which seems to happen with surprising regularity thanks to the Koothooloo Cultists (detailed below) who constantly plot and scheme to bring about those occasions.  When that happens, Great Koothooloo's sunken city rises above the waves and Great Koothooloo is free to walk about Far Away Land, equally likely to scoop up handfuls of people and eat them or force them to dance and chant in wanton displays of hedonistic worship.  Either way, insanity abounds.

While Great Koothooloo can be beaten back with physical attacks, it is only a temporary solution.  Should Great Koothooloo take a lethal amount of damage, it will simply dissipate into a foul smelling conglomeration of viscous goo which seeps back to Great Koothooloo's sunken city and reforms at full strength some time later.  Far Away Land's best hope is to stop the Koothooloo Cultists from releasing Great Koothooloo in the first place.

For what it's worth, Great Koothooloo goo is highly sought after by wizards.

Claws (4): 3d6 damage. Trample (4): 4d6 damage. Swallow (4): 4d6 damage.  Insanity (4): creature goes temporarily insane, either cowering and whimpering in fear, screaming and running in the opposite direction, or dancing and chanting in a wanton display of hedonistic worship.

KOOTHOOLOO CULTIST (1)
Archetype: Humanoid
Size: Average (0)
HP: 14, AC: 0, ACT: 5
BRT: 1, DEX: 2, WIT: 1

Koothooloo Cultists are humans who have gone incurably insane, becoming worshipers of Great Koothooloo.  Most Koothooloo Cultists have a slightly green tinge to their skin.

While a Koothooloo Cultist works tirelessly to set events in motion which will cause the stars to be "right", thus raising Great Koothooloo's sunken city above the waves and releasing Great Koothooloo onto Far Away Land, they are not babbling maniacs... well, most aren't babbling maniacs. 

Light/Heavy Weapon (1). Magic (1): Equal to LVL, only knows Contact Great Koothooloo spell.

New Spell
Contact Great Koothooloo (1)
Damage: none, Range: all of it
Duration: instant
This spell allows the caster to tap into the mind of Great Koothooloo as it lay dreaming in its sunken city under the sea.  It does not provide a conversation any more than an ant would have a conversation with a human, should the ant be able to magically tap into the human's mind.  However, that doesn't stop the caster from thinking that Great Koothooloo was speaking directly to him or her, and trying to interpret the alien thoughts as commands, or the wishes and desires of Great Koothooloo.


Monday, March 23, 2015

Savage Worlds: Wild Magic

My monthly table-top group is playing Savage Worlds fantasy.  In the GMs world, dwarves are not spellcasters; they're runecasters.  I figured that a dwarven spellcaster would be a bit awkward about, and have poor control over, magic, so we converted the wild magic rules from second edition AD&D's Tome of Magic.  Thus was born Bodin son of Bardin, the dwarven wild mage.

What appears below is our conversion of wild magic from second edition AD&D to Savage Worlds.  While the main mechanics are solid and work well, the whole thing is a bit, well, shifty and requires a bit of improvisation.  Especially with regards to the Wild Surge Results Table, which has not yet been converted in any way.

Arcane Background (Wild Magic)
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3

A magician with this arcane background does not use magic as do other magicians.  Instead, wild mages are fast and loose and have tenuous control over the forces they unleash.  A wild mage's laissez-faire approach to magic often causes wild surges of uncontrolled magic which affect not only themselves, but those around them as well.

Wild Surge: When a wild mage rolls a 1 on his Spellcasting die (regardless of his Wild Die), a Wild Surge is threatened.  He must roll a d6; on a result of 1-4 he is automatically Shaken (which may cause a wound).  On a result of 5-6, he must roll on the Wild Surge Results Table (from the AD&D Tome of Magic book).

Variable Effects: Because a wild mage has only partial control on the magic he unleashes, the results of the Wild Die affect the spell whether or not the success comes from the Wild Die or not.  If the Wild Die shows a 1, the spell goes off with all variable effects reduced by one step.  If the Wild Die shows a 2-5, the spell goes off as normal.  If the Wild Die shows a 6, the spell goes off with all variable effects increased by one step.

Variable effects include all aspects of the spell cost, range, duration, and effect which are not a fixed value; a spell which causes 1d6 damage per power point has a variable power point cost, for instance.  Similarly, a spell which has a range of Smarts x 100 yards has a variable range.  A one-step reduction in power points would be 1 less power point; a one-step reduction a trait would be one die-type less (so, with Smarts = d6, a one-step reduced spell with a range of Smarts x 100 yards would have an actual range of 400 yards).  At no point can a successful spell be rendered ineffective; power points cannot be reduced past the minimum needed to cast the spell, and traits cannot be reduced past d4.  One-step increases are the same but on the opposite end of the spectrum: 1 additional power point, or one additional trait die type.

Note that the power point cost of the spell is not actually changed.  A wild mage who puts 3 power points into a spell and rolls a 1-2 on his wild die still spends 3 power points but the spell goes off as if 2 power points were spent.


Wednesday, March 4, 2015

Far Away Land: Gubbering Mouther

Earlier today it struck me as odd that the first creatures I wrote up for Far Away Land were greenskins - goblins, orcs, and ogres - and not one of my favorites, the gibbering mouther.

So!  With no further ado, I present the gubbering mouther, all statted out in Far Away Land format.  Enjoy!

GUBBERING MOUTHER (8)
Archetype: Monster
Size: Average (0)
HP: 23, AC: 5, ACT: 6
BRT: 4, DEX: 1, WIT: 1

A gubbering mouther is a slimy, pulpy mass of quivering reddish, greenish, or grayish flesh, constantly searching eyes, and misshapen mouths; each mouth ceaselessly yammers mad babble and inhuman gibberish.  It seems to be driven only by a desire to consume the vital fluids of living beings, leaving only their dry, dessicated husks behind.
Multiple Bites (2) 2d6 damage, Spit Acid (2) 1d6 damage, Babbling (2) target is stunned, Elongate

Many, many thanks to +matt jackson for the awesome illustration, all Far Away Land style.

Tuesday, March 3, 2015

Far Away Land: Greenskins

So, it strikes me that humans and numans couldn't have been the only things pulled into Far Away Land from the Materiosphere via the Cosmic Apparati of the Boom.  They had to have pulled in things from Toril, or Oerth, or even Krynn, right?  Or WFRP's Empire?

With that in mind, I introduce to you the gublin, the urc, and the ugre.  If only I knew someone with the artistic skill to draw these up all FAL-style.




GUBLIN (1)
Archetype: Humanoid
Size: Small (0)
HP: 14, AC: 1, ACT:  5
BRT: 1, DEX: 2, WIT: 1 

Gublins are short, green-skinned humanoids that live in dark forests or deep caves.  They are cowardly unless in great numbers, and generally do not venture out during the day.  Black-hearted and selfish, gublins will take whatever goods they can get away with taking and never share with anyone, including other gublins.
Light Weapon (1), Night Sight, Better Smell

URC (2)
Archetype: Humanoid
Size: Average (0)
HP: 15, AC: 1, ACT:  5
BRT: 2, DEX: 1, WIT: 1

Cousins of the lowly gublins, urcs are greyish-green skinned humanoids which stand just a hair shorter than humans but are as stocky as dwarves.  As with gublins, urcs live in dark forests or deep caves.  Where gublins are cowardly, urcs are aggressive and overbearing and constantly plot against those who are aggressive and overbearing towards themselves, including other urcs.  Urcs can be found outside during daylight hours, although it is not their preferred time.
Heavy Weapon (1), Night Sight, Better Smell

UGRE (4)
Archetype: Humanoid
Size Giant (+2)
HP: 21, AC: 2, ACT:  4
BRT: 3, DEX: 1, WIT: 1

The dumb, brutish older brother of the urc, ugres are greenish-gray skinned humanoids which stand approximately 9' tall.  Ugres are mean-and-nasty with a side order of mean-and-nasty, with a helping of not-very-bright for dessert.  Where urcs and gublins will wear armor and use modern weapons like swords, ugres prefer to stomp around in skins and furs, wielding huge wooden clubs made from heavy tree branches.
Heavy Weapon (2), Night Sight, Better Smell

Many, many thanks to +matt jackson for the awesome gublin illustration, all Far Away Land style.

Sunday, March 1, 2015

Far Away Land: Review

I've been reading the +Far Away Land RPG (FAL) PDFs for some time now, but I figured a formal-esque review was in order once I received my printed copy of the core rulebook.  While FAL has a number of awesome books - from the Core Rulebook all the way up to the aptly-named Tome of Awesome, this review will cover only the Core Rulebook.

As described on its DriveThruRPG page, FAL is "...a rules-lite fantasy role-playing game that uses six-sided dice. It mixes fantasy, sci-fi, and apocalyptic elements to create an immersive and rich world full of history and adventure. It is easy to learn and a perfect game for new (young) gamers as well as veteran gamers. All of the Far Away Land books contain colorful artwork, humor, and rules that allow gamers and GMs to pick and choose the level of crunch they want in their game."  A very apt description indeed.

First off, the book itself.  Printed from Drive Thru RPG and Lightning Source, it's a great little book.  The colors are bright and bleed-free, and the artwork shows up crisp and clear.  It's a 5.5" by 8.5" book, with 45 individual pages between the covers.  The pages themselves feel somewhat printer paper-y, but the print quality is very good.  Each page has a color coded bar along the top, containing the chapter heading.  The book is filled with FAL's unique and catchy artwork.

The first few chapters of the book cover an introduction, the basics of the game system, and character creation and advancement.  Characters have three Stats - BRT (Brute), DEX (Dexterity), and WIT (Wits) - which range in value from 1 to 5 or so.  Characters also have Boons and Flaws, essentially skills and disadvantages.

The game is a d6 dice-pool system based on Stat +/- Boon/Flaw.  By that I mean that if a character is making a melee attack and has the Melee Boon, the player creates a dice pool consisting of a number of dice equal to the BRT Stat plus the value of the Melee Boon.  So a character with BRT 3 and Melee +1 would have a dice pool of 4d6.  If that same character had a Flaw of Phobia (Snakes) -1 and was fighting a huge snake, the player would roll a dice pool of 3d6 (BRT 3, plus Melee +1, minus Phobia (Snakes) -1).  Once the dice pool is rolled, only the highest rolled result is kept; so if our fighter rolled a 4, a 3, and a 5, the result of the roll is 5.  Should the roll result in multiple 6s, each additional 6 adds 1 to the total; so if our fighter had rolled a 3, a 6, and a 6, the result of the roll would be 7 (6 for the highest die, +1 for the additional 6).  The roll's final result is compared against a Target Number or the result of another roll in the case of opposed rolls, with ties going to the defender.

It is an amazingly simple mechanic which allows for a great deal of customization, especially when you factor in all the Boons and Flaws; a list of each is given in the book and you can always modify existing or create new Boons and Flaws to taste.

FAL is a level based system, and advancement is handled through the distribution of experience points.  In addition to leveling your character, you can also use experience points to advance Stats, Boons, Flaws, and get new Boons.

The next chapter covers magic, which is - IMHO - one of the great awesomenesses of FAL and something I think I'm going to import into my S&W games.  In order to use magic, a character must have the Arcane Boon.  A character can cast a total number of spells per day equal to their level plus three (so a 1st level character can cast 4 spells per day).  There is no limit to the number of spells a magic-using character can know, but they must be learned from a scroll or another spellbook, must be of a level equal to or less than the characters level, and they must spend a number of days studying it equal to the spell's level.  Starting characters should get somewhere between 1 and 3 spells, depending on the GM.  To cast a spell, the player must make a WIT + Arcane roll, unless the spell is unopposed, and the defender must make a higher WIT + Arcane roll to avoid the effect.

Spell range is measured in feet, and duration is measured in time based on the characters level.  So a 1st level character casting a spell with a duration of "minutes" can expect the spell to last for one minute.  Had it a duration of "rounds", it would last for 1 round.

The book comes with a list of spells from level 1 to level 10 and encourages the players to make up new spells.  If you've ever played any version of D&D or other fantasy role-playing game, you probably already know most of the spells; they're nothing to write home about.  But the mechanics of the magic system, they're really cool.  I want to use them in every game that I run, regardless of the system.

The next couple of chapters cover combat and gear.  Combat is very simple and standard for a dice-pool system: attacker rolls Stat + Boon to attack, defender rolls Stat + Boon to defend, high roll wins with the margin of success added to weapon damage and armor class acts as damage reduction.  The truly outstanding parts of the combat system, however, are actions and hit points.

So, during character creation, a character gets a number of actions (ACT) equal to DEX + 3.  Each action a character can take during a round has an associated ACT cost: a move costs 2, a melee attack costs 3, a spell costs 4.  A character can take as many actions as he or she has ACT to pay for.  Of course, ACT is refreshed at the top of each round.  So a character with ACT 5 could both move (2) and make a melee attack (3) in one round.  That same character could not move (2) and cast a spell (4) in one round, as 4+2=6 exceeds their ACT of 5.  I fully and absolutely dig this subsystem.  As with magic, I want to import this into my S&W games.

Also during character creation, a character gets hit points (HP) equal to BRT + 10.  Pretty standard stuff, however, the character is considered to only have superficial wounds until they are at 0 HP.  At that point and below, they're taking serious wounds.  Should the character take enough damage to drop them below their negative level equivalent, then they die.  So, a 4th level character doesn't actually die until they have taken enough damage to reach -5 HP.  Which means that a FAL character actually has more damage capacity than they have HP; a 2nd level character with a BRT of 2 can actually take 15 points of damage before they die.

Wounds heal at different rates depending on whether they are light wounds (the character has 1 or more HP) or heavy wounds (0 or less HP).  And here's a cool thing: the Battle Scar mechanic allows the character to stave off heavy wounds by taking a battle scar.  So if your character is near death and looks like he'll soon cross that threshold, he can take a permanent wound and keep going. Again, more cool mechanics I want to pull into S&W.

Next up is magic items and crafting stuff (including magic items).  While the magic items all bear FAL-esque names (Stompin' Boots, for instance, or Punchin' Gloves) these two chapters are fairly standard fare.  No surprises here, just good, solid, stuff.

Finally, there are chapters on creating NPCs and special abilities.  The NPC chapter has some good advice on making FAL NPCs and includes sample NPC, eh, "templates".  While most characters would not have any of the special abilities in the Abilities chapter, many FAL monsters do and so the author decided to put the abilities into the Core Rulebook as they are something the FAL GM needs to know.

Oh, and there's an index and really cool character sheets as well.

I'm really digging on FAL.  I want to import almost all of its mechanics into my S&W games but, at that point, I really must ask myself why I'm not just playing FAL.  I guess that when you get a new game and you want to turn all your other games into the new game, that's really saying something about the new game.

So yeah.  Go check out FAL.  Even if the FAL setting isn't your cup of tea, the rule system is so chock full of awesomeness that you'll be glad you did.