The Tiger Eye Cameo of Ibn-al Azrad
I wont write much about this, because its the campaign Id run again if we ever want to do a fantasy game. user:maiasdaddy played in the preliminary portions of this, and user:BenofZongo was in one session. Its a great campaign.
Contents
Original Characters
Glynt Scrufflebeard
Azarel, 'the fairy elf'
Jakk of Smyth
Aramil, 'puddles', or 'waterboy'
Reboot
Its a warm spring day in the town of Nuln. It is finally time for Heinrich Klemperbad to train his apprentice in the art of wizardry. There is just one catch: to learn these spells insert player name here needs to return with the physical components necessary for casting them. An old friend of Heinrich's family, insert dwarfs name here, is willing to help, and a few gold crowns can probably scrape up another willing companion or two.
What are the physical components? Why the head and upper torso of a giant, humanoid creature of course; no less than 10 feet tall.
Ideas and Themes
This campaign is conceived with a literary bent. There will be flashbacks, moral dilemmas, tragedy, difficult choices and the opportunity to right age old wrongs. Players will need to be flexible with what their characters do and want. Hopefully everyone will have a chance to grow.
Even though this game was played 1.5 times before, both versions were very different and it is not required that the new iteration match up with either. In fact, the players may throw out the quest opportunity when it presents itself and do something else.
System
To continue the current trend, we can use the same system as we currently do, with a few minor alterations. Since this game will be taking place in the world of Warhammer, I have made a bunch of new skills. There will probably be a few actual mechanical changes as well, and those will be noted here.
Skills
Here are the new skills, and their appropriate characteristic.
Brewin': Potions (Knowledge)
Castin': Spells (Spirit)
Charm (Mien)
Evaluate (Knowledge)
Conversation (Mien)
Haggle (Mien)
Row (Strength)
Channellin' (Spirit)
Hypnotizin' (Mien)
Lip Readin' (Cognition)
Magical Sense (Smarts)
Navigatin' (Smarts)
Prepare Poison (Knowledge)
Sailin' (Deftness)
Secret Language (Smarts)
Secret Signs (Smarts)
Shadowin' (Nimbleness)
Ventriloquism (Mien)
Academic Knowledges
Arts, Astronomy, Daemonology, Engineering, Genealogy/Heraldry, History, Law, Magic,
Necromancy, Philosophy, Runes, Science, Strategy/Tactics, Theology
Trade Skills
Apothecary, Armorer, Artist, Bowyer, Brewer, Calligrapher, Candlemaker, Carpenter,
Cartographer, Cook, Cooper, Embalmer, Farmer, Gem Cutter, Goldsmith, Gunsmith,
Herbalist, Merchant, Miller, Miner, Prospector, Shipwright, Shoemaker, Smith,
Stoneworker, Tailor, Tanner, Weaponsmith
Edges and Hindrances
What follows are some new edges and hindrances, the effects and costs will be listed eventually.
Edges
Consume Alcohol
Dwarf-Race
Elf
Readin'/Writin'
Off Hand
Magic Resistance
Chaos Resistance
Magical Attunement
Channeling
Magical Sense
Flaws
Halfling
Taint of Chaos
Magical Ineptitude
Mechanics
Some system changes will be notated here. Larger, more sweeping changes, will get their own pages.
Equipment-Tiger Eye
Magic-Tiger Eye
Combat
Smaller weapons are less deadly than larger ones. To represent this, weapons deemed small (daggers, sling stones etc) will have their strength damage add limited to no greater than the damage the weapon itself does. Damage adds go directly to the weapon damage.
Example: A rogue with Strength 3d6 attacks a foe with a dagger (damage 1d6). First he rolls the weapon damage and gets a 5. He rolls his strength and gets 6, 3 and 1. There is no need for the 6 to explode, for it cannot account for more than 5 damage.
Characters
If someone has a request, or an addition, put it on the talk page and I can see about adding characters people would like.
Dwarven Runesmiths Apprentice
Outrider
Squire
Wizards Apprentice
Initiate
Herbalist
Mercenary
Rogue
Grave Robber
Character Generation
Each character shall draw 14 cards. All 2's and Jokers must be used. The cards should be separated into three stacks. One containing 10 cards, and 2 containing 2 each. The 10 cards are arranged how the player likes among their characteristics. Each one will generate a score for that characteristic. Of the two remaining stacks, one is discarded while the final one is for skills. Use table one to generate the die types and add those numbers, this will be starting skill points.
Human (0) | Dwarf (3) | Elf (5) | Halfling (-2) | |
---|---|---|---|---|
Cog | 1 | 1 | 3 | 1 |
Kno | 1 | 1 | 1 | 1 |
Mien | 1 | 2 | 1 | 3 |
SMA | 1 | 1 | 1 | 1 |
SPI | 1 | 3 | 1 | 2 |
DEF | 1 | 2 | 3 | 3 |
NIM | 1 | 1 | 3 | 1 |
STR | 1 | 3 | 2 | 4 |
QUI | 1 | 4 | 3 | 1 |
VIG | 1 | 3 | 2 | 4 |
Edges | Night Vision | Night Vision | ||
Magic Resistance | Longevity | |||
Longevity | ||||
Flaws | Lame | |||
Skills | Language | Language | Trade: Cook | |
Trade | Language | |||
Knowledge: Heraldry | ||||
Other | Extra Card | +1 Co Spirit | +1 Co Cognition | |
+2 Co Vigor | +1 Co Deftness |
Characteristic Tables
1 | 2 | 3 | 4 | |
---|---|---|---|---|
d4 | 2 | 2-3 | 2 | 2-4 |
d6 | 3-8 | 4-9 | 3-7 | 5-10 |
d8 | 9-J | 10-Q | 8-10 | J-A |
d10 | Q-K | K-A | J-Q | Jo |
d12 | A | Jo | K-A | X |
Coordination: Each characteristic has an associated coordination based on its suit: Clubs 1; Diamonds 2; Hearts 3; Spades 4