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So if you don't understand, let me explain - a little. I made this Game - The Game of the North (You'd love it). Now, if you know about RPGs you might know that the player's guide traditionally comes loaded up with long, long lists of spells. I, personally, hate that - its lame to learn all the spells in the book, it's tedious to have to study them all for exploits & so on. Plus maybe a lot of the time you don't play a spellcasting character - so a waste of time/space for everyone.

My solution was to come up with a system for making your own spells using a few guides & indicators. I really thought that would appeal to people - in particular the thing I wanted to address was this: As the GM, I run the game and work on it when I'm not running it - I straight up love that shit, I really do, it's one of the main things about me that I like doing. Now, as a player I find, I like having something to do between sessions - hence my old Spellbook Project -

My assumption in putting together the Game of the North was - give people things to do away from the table - let them engage a deeper way. Now. That's not for everyone. Which is, whatever, a shame? A shame for me anyhow. In playtesting it seems players want to have spells explained & made for them. So I'm using the neato rules I came up with and I'm making up spells. But I think, it's probably worth it for me to assemble my spellbook pictures & whatnot into some coherent element within this - just so I can put 'em in a book and people can have it as a possession - so I'm working on that! Anyhow The Blue Book is the example section for casting magic spells about summoning. Here's the whole explanation of that:
Read more... )
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Here's the first part of The Blue Book
Conjuration of Mot: You call into existence the god-thing of the Qlp of Azure Mot, the demon of accidents & destruction. The world-shaker, typhoon maker, the implacable trickster of destruction. Mot is the chaos of catastrophe personified. It appears when commanded & unleashes its bizarre stochastic harms upon your adversaries. Mot is a being of curses, destruction & pain. It appears, when commanded to, as a gaunt man with numerous obvious injuries, near death but laughing. This being has an unspeakable power in the world and so a Wizard that is not suicidally reckless only summons the barest shade of Mot – thus it appears ghostly and indistinct in the world when called. Mot must be compelled to obedience during its time in the world but it does not struggle or evince any kind of resentment so long as it is allowed to unleash its terrible curses at will. The conjuration of Mot requires that certain signs & incantations be uttered but otherwise is cast in a single round.
Level: 2 Duration: 2 Rounds
Effects: The ghostly manifestation of Mot appears for two rounds and it attacks on all of its turns using its curses. It has 1 HD or 2 HD if called by a chaotic wizard.
Mot Pasxionixta XAOSI
HP – 5 (1HD) AC – 12 Saves – 18 Initiative 16 Chaotic
Attack: The Shade of Mot uses spells to attack. It is the manifestation of the magical power of Curses and only uses curses to attack. Gaze of Mot – Deals 2d4 damage to a single target. Scream of Mot – Inflicts d4 damage to a 10’ area. Curse of Mot – Inflicts Blindness or Deafness on a single target. Mot’s Galvanic Curse – Deals 1d4 to one target, and then 1d4 to another target irrespective of line of sight. Mot’s Phlogiston Curse – Deals 1d4 damage to a single target which bursts into flame.
The Shade of Mot is a weak shadow of the real being behind it, this aspect is indistinct and barely real, but this belies the vast power that exists behind the being. If a chaotic caster (i.e.: one willing to risk great danger) summons the being – all damage dice that Mot inflicts using its curses are increased to d6’s.

Conjuration of Shammat: You conjure demons from the dark side of the Blue Moon, the Qlp of the Pasxionixta XAOSI. Shammat is the general of the XAOSI and commands many, many legions. When summoned Shammat appears in the form of a great rider, a warrior riding upon a dragon, clad in armor & wielding a dozen weapons in its twenty hands. Shammat is imposing, but it does not unleash its own martial power upon the world, it is too responsible & benign for that, rather, the conjurer must impose upon Shammat to release the least of its warriors upon the world for a brief skirmish in aid of the conjurer. Shammat cannot be bargained with, will not be threatened, and cannot be defeated by anything short of its true contenders – that is, other Mondragora, Gods or Titans. Shammat’s legions must be tested in war often in preparation for the foretold battles that will end the universe. As such he is pleased to lend his warriors to the world to determine which of his warriors are fit for this great battle. Shammat appears, when summoned, gives a piercing cry and releases these soldiers. The warriors of Shammat come in the form of metal-bound humanoids, beings bound in iron, bronze, silver & gold each according to their ranks in Shammat’s legions. When Shammat is called he makes an accounting of the battlefield and determines which of his units to deploy. In this respect, Shammat manifests the magical discipline of Summoning.
Level: 4 Duration: 4 Rounds
Effects: No mortal wizard has ever been able to summon Shammat itself. Instead a token communication is offered to the Demon-King and it responds according to its own wishes by granting one of the following effects.
Ironmen of Shammat Pasxionixta XAOSI
HP – 5 (1HD each) AC – 14 Saves – 18 Initiative 16 Chaotic
4 Ironmen are summoned
Attack: The ironmen are armed with a pair of swords each. On their initiative turns they rush at opponents and make two attacks (+3 to hit, d8+1 damage).
Bronzemen of Shammat Pasxionixta XAOSI
HP – 10 (2HD each) AC – 16 Saves – 16 Initiative 118 Chaotic
2 bronzemen are summoned
Attack: The bronzemen are armed with a pair of shortbows each (they have 6 arms). On their initiative turns they fire two arrows apiece. (+5 to hit, d8+2 damage)
Silverman of Shammat Pasxionixta XAOSI
HP – 20 (4HD) AC – 18 Saves – 16 Initiative 20 Chaotic
1 silverman is summoned
Attack: The Silverman has 6 arms and makes 3 battle-axe attacks per round (+5 to hit for d10+2 damage each)
Goldman of Shammat Pasxionixta XAOSI
HP – 20 (4HD) AC – 18 Saves – 16 Initiative 20 Chaotic
1 goldman is summoned
Attack: The goldman uses a huge bow that requires all six of its hands to properly use. It attacks once per turn the arrows launched by the goldman are huge & have a difficult time striking individual targets, however they are very destructive to buildings & fortificaitons, the goldman can breach walls & collapse small buildings with its attacks.

Conjuration of Adon: You conjure a manifestation of the being Adon – worshipped in the most ancient ages as a god, though it is no god. Adon is a spirit of beauty & vanity whose weakness is ornamentation & wealth. It has power over the magic of Transformation & makes a fair teacher. The manifestation of Adon is 4 HD & lingers for a few hours before departing. It uses its actions to cast transforming magic at everyone it sees altering their appearance to suit it. The Manifestation of Adon regards all beings on this plane of existence as its lovers and uses its magic to create them as brides. Adon can be talked to and reasoned with exclusively in the Vada language. The summoning of Adon requires 10 minutes to cast & an offering of 400 Sp worth of jewelry, clothing or other finery has to be proffered. No control is exerted over the demon once he is summoned, he can only be entreated, usually by offering him riches or sexual gratification.
Level: 4 Duration: 4 Hours
Effects: Summons the 4Hd (3hd for non-chaos summoners) Demon Adon.

Adon Pasxionixta XAOSI
HP – 24 (4HD) AC – 16 Saves – 10 Initiative 18 Chaotic
Attack: Spells, Adon casts level 4 or lower Transformations once per round & knows some of its own Transformations (which it may teach). It favors a few spells: Make Delightful – Transforms any person, object or creature into a more beautiful (to Adon) version of itself. This is a permanent transformation of the plain into the beautiful. Bride of Adon – This transformation causes a target to become immediately fecund and for an unmovable ring of gold to appear on their finger. Their clothing & accoutrements change, becoming gaudy, garish & fine. Warform – Adon changes itself into another creature – usually into a warrior-type PC of 4HD or fewer. It retains this form for up to 4 rounds. Jewelfood – By some alien means Adon consumes jewels & treasure – transforming these into a part of its own body. Doing so destroys the jewels but invigorates Adon – this technique is peculiar to the demon & has little in the way of practical use.

kingtycoon: (Default)
Fabcity Title

Catalat wakes & starts dreaming, these are her days. She wakes & starts dreaming in the great garden of her family's home. She sometimes sees her parents, the servants say that they are her parents & she believes the servants, who have after all raised her and have never been deceitful. They have been misleading though. She wakes in her huge ornate bed, in her huge ornate room in her huge ostentatious house. It's the only place she's ever been but it is obviously both huge & ostentatious - even to one who's never experienced anything else. The manor spreads over the land a marble & crystal monstrosity.

When she sleeps she is aware - conversations are had over her supine form, discussions involving her, and she is asked questions which she answers, though asleep. Though asleep she experiences the realities of her life. When she wakes she begins dreaming.

One day she wakes not in the huge ornate bed, but rather on the grim folding cot in the cramped grim room full of cots & other sleepers. She does not know any of them. The servants enter the cramped grim room, which is after all, only a canvas tent. These servants wear long knives & animal skins, they are not gentle. They take Catalat & the others out into the sun, out in the sun there is a camp in a rough clearing surrounded by a tropical forest, surrounded by snowy mountains on all sides. A river flows nearby. In the middle of the camp is a concrete pylon with thick cables attached to it, they rise into the sky at an angle and are lost to sight somewhere off in the misty skyward horizon. A ship is moored at the pylon, it is held in midair on the cable.

The servants load the ship which has a bank of mechanical doors on its side with unmarked wooden crates. Catalat & the others watch this happen and are held back by the armed servants. Then, when the crates are loaded, she is pushed onto the ship along with the others. They are not gentle, but they are not cruel.

The servants drive the passengers up the back stair, a spiral stair of bronze grillework which lies beyond the banks of wooden benches with their blown out wicker caning. The ship is old & tattered but has an element of faded ostentation about it. On the upper deck there are more chairs still. She sits & so do the others. She can see through a window that the ship attaches to the cable by a mechanism made of bronze & iron. It is held aloft by many brazen fists, each as big as her head. She sits patiently because this is her principal occupation, having been raised to the task of calm patient waiting.

The fists begin to move & clack, the ship lists and judders and climbs the cable into the air. This is frightening & thrilling. The other passengers all start & mutter, none of them speak a language Catalat knows. The ship climbs into the clouds, there is a heavy mist in the air within the ship, a clammy fog that conceals even her hand in front of her face. Catalat falls asleep & still does not dream.

FUC Humors
Her body changes in her sleep. She feels it happen. Her face & limbs, hair & teeth, everything about her becomes more symmetrical. Her shadow grows, longer & longer, her hair & eyes loose their pigment & become part of her own shadow. Her flesh becomes more taut on her bones, which grow stronger & lighter. She is aware, without knowing that her physiology is gaining another layer of expression, that this transformation was within her all along.

When she wakes she begins dreaming, she can see that the others have changed themselves, they resemble themselves all the more. One man steams with a burning inner heat, another with a tremendous internal cold. One casts light from her eyes, another is taller & more rigid, anothers' face is a muddle of mismatched pieces, and another sweats & salivates freely, dripping wet.

The ship is descending through the sky into a vast, unknowably vast city. It spreads out, titanic buildings & plazas, forests & waterways in every direction - it is immensity itself. On every horizon plumes of fire & smoke rise and the city has no boundary, save the sky, through which the ship descends.

It comes near to ground in a great plaza surrounded on all sides by towering buildings of various descriptions. Below the car, where it settles at it's pylon, is a great thick skin of red glass - a circle of heavy glass that must be a hundred feet across. The servants come, they are wrapped in scarves, they gather the altered passengers and push them from the ship. Then push out the crates. Then the ship departs, leaving for the sky.

Fabcity Traincar

The plaza is surrounded by four buildings, one is a gigantic cube rising high into the sky, ten or twelve stories, it is a bare concrete edifice with regularly spaced windows, between the windows are a fringe of Red Circles, the barest decoration. She takes a wooden crate and pushes it across the glass toward a bank of immense glass & steel doors that fronts the building. Inside, there is a small forest of beautiful tropical plants lying across a plain of smooth polished concrete. A wide lobby with a single concrete desk, the plants dividing out the interior of the building from this great portico. She examines the plants in the dim interior - they are silk, and between them there are concrete stairs that descend further into the building. Another of the passengers has dragged a crate behind the rectangular concrete desk.


The stairs descend into a sunken lounge with a very large circular bar in the center. scattered throughout, lying on thick red carpets are circular sofas, also red. Catalat finds that the red of the room gives off a faint illumination, a slight smoldering that allows her to see as if in dim twilight. She finds in the cardinal directions of the lounge that there are stairs to other lobbies, through silken plants, and between these cardinal edges there are spiraling stairs that climb up to a raised mezzanine, and then beyond, into a ceiling. She takes her articles from the Crate, including a live hen, and ascends the stairs as far as they will take her.

She finds herself in the corner intersection of two hallways with walls painted different shades of red, the floor made of shining white tile. A series of doors lies on the righthand wall of the righthand hallway and the lefthand hall of the lefthand hallway. She takes a sinister approach and looks a the first door on the left. The mechanism that keeps the door closed or would have has been broken & dismantled, the door opens into a bright room full of mattresses & sofas all upon thick red carpet amidst enameled white walls. The windows are broken out & a cooling breeze is upon the room. Two doors lie to the left and two to the right. From her left she hears the bleating of a goat and the squealing of piglets. Through those doors she finds a pair of rooms, one a strange elaborate bath wherin a goat is tethered. The other is an elaborate, fanciful kitchen, in which a sow & her piglets is installed. These chambers are all a strange blend of exotic fancy cluttered with the modest implements of a rustic living. It is jarring & peculiar. Dust & rubbish is everywhere. Catalat decides to tether the goat, her hen rides on the nanny goats horns as she begins to lead them out of the room. As she does so, activity outside draws her attention.

Another ship has descended on the plaza below, the red-circle plaza which the window looks out upon. This ship has no servants however, it has enormous men, like gorillas, or apes like men - Ogres, huge brachiating figures dressed in metal & rags they descend on the plaza and attack the few passengers who remained there, snatching up the crates and then departing in their ship leaving behind the mauled body of the one passenger who attempted resistance, a tiny, futile figure streaming light from its eyes as it was crushed by indifferent giants. The ship leaves and a trio of black forms descends from another building framing the plaza. These fall to the ground like the shadows of mantas, huge & with a visible mass, and as these dark pools fall over the red glass circle they attain another dimension become the forms of standing figures, preening birdlike, they surround the body of the dead man. Catalat sees that they are physicians.
alchemy crows

She rushes back to the plaza to see what they are doing - finds that the man has been flayed, his organs drawn out to some unknowable purpose. The Krow-Doktors talk to her in stilted complex voices that grind in the air. "We've taken the essence form it that we need take all else as you require." And they fly back to their perch, hidden on the nearby roofs. Catalet falls asleep & begins to act without dreaming. She takes the one whole arm that remained from the body's autopsy and removes the bones, these she modifies and alters, creating a series of interlocking bone fragments that can be arranged as a puzzle with the final form being a weapon. Armed with the Bone Puzzle Sword she feels safer and goes back to dreaming. She returns to retrieve her Hen & Goat and goes about exploring the rest of the Red Circle Tower.article-0-183AA43900000578-777_964x938

On the fourth floor she finds another unlocked suite which faces out down an alleyway where the Red-Line-Cable-Car had traveled, she can see it bumbling off in the distance, as well as the roof across the street where the Krow-Doktors linger, counting their vials. As well she can see the iridescent, barely present cuckoo-men who have been lurking in the room, looking out from hiding! She has broken their cover and they whistle & shriek at her.
They are almost translucent, the Cuckoo Featherhood being all but intangible, their mass diffusing around them - the pair are surrounded by halos of dust. They shriek their bird-muzzles, whistle incoherently and are immediately angry for Catalet has stolen their goat! It seems there will be a confrontation, but the Tangbile Hawks are cowards. They leap out the shattered windows and drift, one up, one down to other portions of the building, crying out their inscrutable yelps - "Thief! Thief!"

The Krow-Doktors offer arbitration - a whole jury & prosecution of birdmasked strangers. The Krow-Doktor Bensalem says resolute & certain in three voices at once (since who knows how many mouths or throats lie on the other side of his mask) that possession is the only law known, the only rule enforceable, here, in The Fabulous Unknown City


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