sunnuntai 7. helmikuuta 2021

Burner technology in Dark Space

 Here's a little conversion / adaptation of the burner weapons in Dark Space into RMFRP/SM:P rules. I've also added a few new weapons for flavor.

My design philosophy here was to roughly match the damage potential of the burners (i.e. Mark 2 blasters/half-damage Plasma bolt, and Plasma Repeaters / normal Plasma bolts) in SM2 into Blaster Law tables, and considering they could be replaced by Plasma Bolts, they will also cause Plasma criticals. They are by far the strongest weapons in Twenty Weapons but they have severe limitations and risk to use, and their effective range is short, making bows, crossbows, and various magic bolts viable options in combat.

Burners

Typical burners come in two varieties: Burner pistols, and heavy burners. Weapon stats are given below. To use a burner weapon, it has to be primed. This is a 50% action in RMFRP/SM:P, or 2 AP if using RMU Beta v2 action points.

When a burner is primed, it makes a continuous hissing noise. Once primed, the weapon can be fired normally (as a semi-automatic or in burst mode, if applicable). Keeping the weapon in a primed state is dangerous, as any sudden movements (Medium moving maneuver or harder) causes 10% chance that the weapon will explode as a Grenade inflicting Plasma criticals. The explosion happens within 1 round of the occurrence.

Weapon Technology (Light) maneuver can be used to trigger the explosion manually (after which the weapon will explode after 1 round). Fumble (absolute failure or worse) causes it to explode immediately.

Burners (except for the oldtech ones) are typically powered by an organic battery that can power it a few dozen shots per day. After each 10 shots, the bio battery rolls for Fatigue: typical bonus of an organic battery is +30. Penalty accumulated this way is applied to the weapon’s bonus.

Burn bomb: This is a regular plasma grenade, attacking on the Grenade Attack Table and causing Plasma criticals. To fire it up, it’s primed (50% action) similar to a regular burner and then it explodes after a set amount of time as determined by the user (5-30 seconds). A single burn bomb costs 1000 tradits but they are only sold to militaries (though Cartel makes an exception to its allies).

Cartel burner: Standard burner pistol that attacks as PE 2 (Blaster Law) with semi-automatic fire. Fumble range is 1-3, breakage number is 7, reliability is 60. Range categories are: PB 2 m, Sh 4 m, Me 6 m, Lo 8 m, Ex 15 m.

Cartel heavy burner: Standard heavy burner attacks as PE 4 (Blaster Law) with both semi-automatic and burst modes (i.e. it is an automatic weapon). Fumble range is 3, breakage number is 8, reliability is 45. Range categories are: PB 2 m, Sh 5 m, Me 10 m, Lo 50 m, Ex 100 m.

Cartel heavy-service lighter: This is a heavy lighter produced by Cartel. It’s mainly used to ignite fireworks, but it does it a bit too well, attacking on the PE1 (Blaster Law) causing Heat criticals only (instead of Plasma). Range categories are: PB 0.1 m, Sh 0.5 m, Me 1 m, Lo 1.5 m, Ex 2 m.

Deatharms Ignitor: This is an oldtech plasma pistol produced by an old arm of Cartel specializing in firing arms. These aren’t being produced anymore so they are quite rare. They are powered by power cells (32 shots per cell), also not being produced any longer but magic may be used to restore the cells once depleted. Their range categories are the same as for Carter burner. Their reliability is 80 and thus a lot better than the regular ones, and they even give out a +10 bonus to firing. They still have the chance of explosion but it’s down to 5%. They attack on PE3 (Blaster Law) plasma energy table. It used to cost 15000 tradits but street price now goes to 50000 and up.

Deatharms Howling Death: This oldtech heavy burner was produced by the Deatharms branch of Cartel but it’s not produced any longer. It attacks on PE5 (Blaster Law) with reliability of 95 and it’s capable of burst fire. When primed (50% action to do as regular), the waepon produces a rather loud humming sound, giving out its name. They are powered by heavy-duty power cells (128 shots per pack) that are no longer supplied but can be restored through elaborate magic. Their range categories are the same as for Carter heavy burner. It has the same safety regulations and effects as Carter heavy burner. HDs cost roughly 200k tradits and up.

My "The Verge" campaign in Dark Space starting up

Here's my little ad for an upcoming Rolemaster campaign.

I'll be posting the house rules and Dark Space conversion to RMFRP here in the upcoming days and weeks.

https://images-na.ssl-images-amazon.com/images/I/51P8AotTVcL.jpg

The Verge, Rolemaster campaign

Looking for interest + potential players for hybrid tabletop / play-by-post mini campaign on Discord

Trouble is stirring on Twenty Worlds. Nations are vying for control while their allies, Church of Citadel and the mega-corporation Cartel scheme for power.
Meanwhile, an ancient evil is plotting for the demise of them all. Only few privileged individuals have any clues of this conspiracy or have their destinies tangled within it.

You are one of those individuals.

Inspired particularly by Arkham Horror (2003) and also to certain extent Android (2008), in The Verge players take control of people living and/or visiting Kaelot, where they investigate various issues and odd occurrences.

Game system: Rolemaster Fantasy Roleplaying Game with its Companions, modded and supplemented with rules from Spacemaster: Privateers, Rolemaster Classic and RMU Beta V2
Setting: Dark Space sci-fi fantasy setting for Rolemaster, converted to RMFRP. It's a sci-fi fantasy setting about high magic, organic tech, intrigue, and unknown dread.
PCs: Both pre-made characters and your own characters possible, whatever's preferred by the would-be players. Some house rules, options, and adaptations apply. Character levels are between 5-10, possibly level-up or two along the way.
Play method: Via Discord play-by-post (PBP) or online sessions through voice app (like Discord itself), probably partly both.
Theme: Planet-wide investigation, focusing on activities within cities, including mystery solving through investigation, politics, and societal funtions. There are some potential horror elements. Probably few combat elements: focus is on mystery solving and roleplaying.
How many players: 3-6 acting simultaneously or sometimes asynchronously in different locations. Party is a loose concept - they are not together all the time, even if they usually act in cooperation.
Platforms: Not decided yet. Will at least use Discord, modded ERA for RMFRP, and Scabard. Considering between Roll20, Foundry, or FantasyGrounds.
Time zone: For potential online tabletop gaming purposes, my time zone is GMT+2 (Eastern European Time Zone) and I am most able to play between 16-02 GMT+2. For Discord PBP, this matters less.

Interested? Send me a message via Discord to Twistor#3787. The recruitment will last about 2-4 weeks, depending on how fast I can find a group.

torstai 3. joulukuuta 2020

Chamurian Magic Users and Professions

Chamurian spell users come in many forms and shapes. However, all of them have available the open and closed lists from the following products and sources (with a few exceptions):

  • Spell Law (of Essence), except Rune Mastery
  • Essence Companion, except Circle Mastery, Elemental Summons, Fey Conjury, and Magic Staff.
  • Elemental Companion Addendum (Lesser Elemental Mastery lists for each element) 
  • The Vault Opened from Shades of Darkness

Additionally, they may learn the following lists as open or closed lists:

  •  Essence Companion TP lists as Closed lists: Arachnomancy (requires the training package Arachnomancer), Brewing Lore, Mending Ways, Predictions, and Traveler’s Way. Some professions may take some of these as Base lists instead.

The following lists are possible picks as additional / alternative base lists for all Chamurian pure/hybrid spell users:

Chamurian Common Base Table

Glyphs* (EC)

Magic Staff (EC)

Symbolism* (EC)

Mirages (SLII)

Warding Mastery (EC)

 

SLII = Rolemaster Classic Spell Law II (2010); SoD = Shades of Darkness setting book
* Chamurian Glyphs and Symbols are usually used to defend camps, towns, and Earthnodes

Each spell list requires either a teacher or spell research under open skies. The spell lists available to Chamurians are called the Chamurian sphere of magic.

Chamurian Magus

Chamurian Magi are pure spell users of Essence who focus on the study of elements.

Template: Magician. Pure Essence spell user.
Prime Stats: As Magician.
Base lists:

  • Magicians choose 4 base lists from the approved open and closed lists of Chamurian sphere of magic. 
  • Additionally, they choose 6 base lists from the Chamurian Magician folio (note that this also contains the additional lists in Chamurian Common Base Table). Left-most column is the most typical set: 

Earth Law

Air Law (SLII)

Combat Illusions (EC)

Fire Law

Dark Law (SLII)

Magic Staff (EC)

Ice Law

Earth Ways (SLII)

Physical Manipulations (EC)

Light Law

 

Spell Defense (EC)

Water Law

 

 

Wind Law

 

 

SLII = Rolemaster Classic Spell Law II (2010); EC = Essence Companion

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: As Magician.
Profession bonuses: As Magician.

 

Chamurian Reality Distorter

Reality Distorters are Chamurian version of the Illusionist. They are masters of physical and chemical tricks on senses. Their spells twist the reality in a way that it appears impossible for the untrained eye. To make it realistic is the real skill of the Distorter.

Template: Illusionist. Pure Essence spell user.
Prime Stats: As Illusionist.
Base lists:

  • Distorters choose 4 base lists from the approved open and closed lists of Chamurian sphere of magic.
  • Additionally, they choose 6 base lists from the Chamurian Distorter folio (note that this also contains the additional lists in Chamurian Common Base Table). Left-most column is the most typical set:

Feel-Taste-Smell

Dark Law (SLII)

Combat Illusions (EC)

Guises

Dark Mastery (F&I)

Magic Staff (EC)

Illusion Mastery

Darkness

Physical Manipulations (EC)

Light Molding

Light Law

Spell Defense (EC)

Mind Sense Molding

Light Mastery (F&I)

 

Sound Molding

Mirror Magic** (EC)

 

SLII = Rolemaster Classic Spell Law II (2010); EC = Essence Companion; F&I = Fire & Ice: Elemental Companion
* Mirror Magic lvl 5 spell Mirror Rune is replaced with a Glyph (see Glyphs spell list in SLII).

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: As Illusionist. Additionally, Spell Artistry is Everyman skill.
Profession bonuses: As Illusionist.

 

Chamurian Mystic

Chamurian Mystics are hybrid spell users of Essence and Mentalism. With both elements of Magus and of Distorter, Mystics focus on spells of subtle misdirection and modification, some of the reality, some merely of the mind. The most secretive of Chamurian schools, they draw power from the Ley Lines but also from their personal Essence. This allows them a greater control but much subtler effects, only available for their school.

Template: Mystic. Hybrid Essence-Mentalism spell user.
Prime Stats: As Mystic.
Base lists:

  • Mystics choose 6 base lists from the Chamurian Mystic folio below. Note that this also contains the additional lists in Chamurian Common Base Table, as well as open and closed Essence lists allowed for Chamurians. Left-most column is the most typical set.
  • Mystics may also choose base lists from within open and closed Mentalism lists. The lists that are not chosen, may be developed as open and closed lists of own realm.

Confusing Ways

Dark Law (SLII)

Body Shifting (MC)

Gas Alteration

Darkness

Combat Illusions (EC)

Hiding

Mirror Magic** (EC)

Magic Staff (EC)

Liquid Alteration

Seeming Defenses (MC)

Physical Manipulations (EC)

Mystical Change

Seeming Law (MC)

Spell Defense (EC)

Solid Alteration

Seeming Mastery (MC)

 

SLII = Rolemaster Classic Spell Law II (2010); EC = Essence Companion; MC = Mentalism Companion
* Mirror Magic lvl 5 spell Mirror Rune is replaced with a Glyph (see Glyphs spell list in SLII).

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: As Mystic.
Profession bonuses: As Mystic.
Special note: As hybrid spell users, Chamurian Mystics use the worse of the PP progression of Essence and Mentalism. However, since they draw their power partially from their own life essence, they always gain at least half of their power points despite a possible failure in Star Gazing / Face of Chamur check and/or Astronomy / Celestial Attunement check.

 

Chamurian Voyager

Chamurian Voyagers are semi-spell users of Essence. They are the Chamurian version of Rangers, realm-swapped to Essence and their spell lists are slightly modified. Their spells deal with traveling and obstacles encountered in the Scarthen World. The more militant Voyagers may pick most of Warrior Mage’s spell lists as base lists (see the table below).

Template: Ranger. Semi-spell user of Essence.
Prime Stats: Co and Em.
Base lists:

  • Voyagers choose 6 base lists from the Chamurian Voyager folio below. Note that this also contains open and closed Essence lists allowed for Chamurians but not the common Chamurian base lists. Left-most column is the most typical set. Typical warrior Voyager would pick the lists in the middle column instead, as well as Spell Defense and Traveler’s Ways. Any mix of the below lists is possible, however.

Moving Ways

Combat Ways (EC)

 

Nature’s Guises

Combat Illusions (EC)

Physical Manipulations (EC)

Nature’s Way

Warrior’s Enhancements (EC)

Symbolism (EC)

Path Mastery

Will of the Warrior (EC)

Warding Mastery (EC)

Spell Defense (EC)

 

 

Traveler’s Ways (EC)

 

 

EC = Essence Companion

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: Restricted: Channeling.
Profession bonuses: As Ranger.

 

Chamurian Warden

Chamurian Vault Wardens are pure spell users of Essence. They are the Chamurian version of Animists, realm-swapped to Essence and heavily modified through their spell lists. Their spell lists deal with earth, nature, travel, and weather.

Note: Warden spell lists differ significantly from a regular Animist’s. They may gain only 3 of the regular 6 Animist spell lists. There are replacements for some (Nature’s Protections -> Spell Defence and Storm’s Protections) but otherwise they are a very different beast from Animist, more like a blend between Storm Mage (from Fire & Ice Addendum) and a nature specialist. They also lose Channeling skill as everyman but it’s replaced by regular magician’s specializations.
Template: Animist. Pure spell user of Essence.
Prime Stats: As Magician.
Base lists:

  • Wardens choose 4 base lists from the approved open and closed lists of Chamurian sphere of magic. 
  •   Additionally, Wardens choose 6 base lists from the Chamurian Waren folio below. Note that this also contains the additional lists in Chamurian Common Base Table, as well as open and closed Essence lists allowed for Chamurians. Left-most column is the most typical set.

Earth Law

Animal Mastery

Nature’s Lore

Magic Staff (EC)

Spell Defense (EC)

Physical Manipulations (EC)

Storm Law (F&I: A)

Predictions (EC)

Storm’s Protections (F&I: A)

Plant Mastery

Warding Mastery* (EC)

Traveler’s Ways (EC)

EC = Essence Companion; F&I: A = Fire & Ice: Elemental Companion Addendum
* This is of course available to all Chamurian pure/hybrid spell users but it is typical for Wardens.

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: Everyman: Time Sense, Meditation, Divination (Astrology), Magic Ritual, Spell Mastery.
Occupational: Herb Lore.
Restricted: Channeling.
Profession bonuses: As Animist.

 

Chamurian Healer

Chamurian Healers are pure spell users of Essence. They are the Chamurian version of Lay Healer, realm-swapped to Essence. Their spell lists concern healing of injuries. Like Mystics, they are a little-known school within Chamurian philosophy, and while they are usually happy to aid those in need, they are regarded with suspicion due to their unfamiliar background.

Template: Lay Healer. Pure spell user of Essence.
Prime Stats: Em and SD.
Base lists:

  • Healers choose 4 base lists from the approved open and closed lists of Chamurian sphere of magic. 
  • Healers choose 6 base lists from the Chamurian Healer folio below. Note that this also contains the additional lists in Chamurian Common Base Table, as well as open and closed Essence lists allowed for Chamurians. Left-most column is the most typical set.

Blood Mastery

Brewing Lore (EC)

Bone Mastery

Magic Staff (EC)

Concussion Mastery

Medical Law (MC)

Muscle Mastery

Mending Ways (EC)

Nerve and Organ Mastery

Spell Defense (EC)

Prosthetics

Physicks (MC)

EC = Essence Companion; MC = Mentalism Companion

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists (except the normal Lay Healer base lists that are considered hybrid spells) if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: As Lay Healer.
Profession bonuses: As Lay Healer.
Additional notes: While it is available for all Chamurians, the training package Physician is particularly appropriate for Chamurian Healers. These spell lists are available also as alternative base lists for Chamurian Healers, who can develop them as base lists under Essence.

 

Chamurian Astrologer

Chamurian Astrologers are hybrid spell users of Essence and Channeling. They are the Chamurian version of Astrologer, realm-swapped to Essence/Mentalism. Their spell lists focus on gathering information. They are specialized in observing the movements of heavenly bodies, making them essentially the most respected (albeit still rare) of the Chamurians, by other Chamurians anyway. They are the only Chamurian profession with Channeling as an additional realm. Their spells deal with detection, precognition, communication, and often are only usable under the starlit skies, where they commune with Chamur’s Vault.

Note: The common Chamurian Astrologer base spell lists are almost the same as regular Astrologer’s. The significant difference is the removal of Starsense that is too much like a Mentalism list and thus inappropriate for an Essence/Channeling hybrid (and I hold that Mentalism as a professional field should be restricted to Ravanna as much as possible, with the sole exception of Chamurian Mystic). Thus, Starsense is replaced with Far Visions.
Template:
Astrologer. Hybrid spell user of Essence and Channeling.
Prime Stats: Em, In, and SD.
Base lists:

  • Astrologers choose 6 base lists from the Chamurian Astrologer folio below. Note that this also contains the additional lists in Chamurian Common Base Table, as well as open and closed Essence lists allowed for Chamurians. Left-most column is the most typical set.

Far Voice (MC)

Combat Illusions (EC)

Far Visions (MC)

Dream Law* (MC)

Holy Vision (MC)

Dream Lore* (MC)

Starlights (MC)

Vision Guard (MC) (as Es/Ch)

Starlore (MC)

Magic Staff (EC)

Way of the Voice (MC)

Spell Defense (EC)

EC = Essence Companion; MC = Mentalism Companion;
* Dream spells are not normally available but require Dreamweaver training package typically available for few mentored Chamurian Astrologers. To gain this training package, Mentor talent is required. With the training package acquired, the lists may be chosen to be learned as one or two of the 6 base lists.
Note: Dream Law, Dream Lore, and Vision Guard, and all left-most column spell lists are considered hybrid Essence-Channeling base lists for purposes of learning.

  • The rest of the spell lists in the base list folio may be learned as Closed Essence spell lists (except the Chamurian Astrologer base lists mentioned in the above note, which are considered hybrid spells but which are still learned as Closed lists) if the character finds someone to teach them or spends a sufficient time to research the lists from the Vault (i.e. studying the sky).

Special skills: As Astrologer, except Star Gazing is only Everyman¸ and Astronomy is considered a normal skill (instead of Restricted like it is for other characters in Scarthen World.). Divination and Divination Lore are always developed with Astrology specialization.
Profession bonuses: As Astrologer.

 

 

These seven adjusted professions make the Chamurian spell using professions. Additionally, Chamurians can be of any non-spell using profession while being of realm Essence.

Almost every other Arms (or other non-spell using Sphere) realm Chamurian would learn at least one Open Essence list of the Chamurian sphere, if none other than The Vault Opened.

I’m so far quite satisfied with how Chamurian spell users and their mechanics turned out. There could be even more detail, like changing a few names of spell lists to be more appropriate, adding seasonal and other celestial clauses to their use, and even adding some fluff to the spell descriptions. If I get inspired enough, I’ll do something like that in a future post.

While the diversity of Chamurian spell users is way higher and thus they may conceivably wield more power than previously, it’s good to remember that Essence magic progression is weak in Scarthen World. Chamurians will not have much power points to utilize all their power, except at higher levels when their Star Gazing and even Astronomy skills become significant additional sources of power points.

 

 

Next up, I wish to do something similar for Sula’fay professions and Ravanna, and maybe various sorcerers of Unlife origin (like particular kinds of shamans and demonologists).