Showing posts with label Archetypes. Show all posts
Showing posts with label Archetypes. Show all posts

Sunday 29 July 2012

My Fighting Monks are Benders... discuss

In my experience, when a party is being assembled, the fighting monk is always the guy that gets picked last (even after the gnome).  

An Earth style mage using
Earth Fist Technique
Although monks are competent fighters and have a few neat abilities at higher levels, they always lose out in favour of a cleric because of their lack of magic.  This is a bit of a contradiction when considering that in most wuxia movies monks are kick ass characters full of mystical know-how.  In the Avatar anime franchise specifically, they are are masters of the four great elemental forces of air fire wind and water. 

In my recent Castle and Crusades campaign, when one of my players (a self confessed street fighter fanboy) decided he wanted to play something different,  I thought it would be nice to apply this Avatar concept on a new character class.  Luckily for me, I made a concious choice in the design stages of The Lands of Dual to create all of the landmasses first and then allocate cultural memes to each of them.  This enabled me to apply any of the associated mythologies and styles as I saw fit whilst simultaneously restricting any game destabilising effects to just one locale (in case they got out of hand).

One of these memes was that of the Feudal China seen in hundreds of Wuxia movies like Crouching Tiger, Hidden Dragon or House of Flying Daggers.  The island of Huang-Zua is my attempt to combine all of my favourite wuxia memes in one place and so it has become the home to the mystical Martial Mage's who use their mastery of fighting techniques to shape elemental forces to their will. 

The Martial Mage

Prime Attributes: Intelligence & Strength
Race: Human only (Huang-Zua)
Starting Gold: 30-120gp
Hit Die: d12
Alignment: Neutral Good or Neutral Evil
Weapons: None
Armour: None
Abilities: Unarmed Attack (as monk), Elemental spell-like abilities (as below)

The Four Elements, Styles and Schools of Martial Mages

Every Martial-Mage adopts a fighting style related to one of the four elements (Earth, Air, Fire or Water) and is taught how to use that styles techniques in one of four fighting schools.  Only that school can teach the secrets of their fighting style and their is fierce rivalry between all four schools.  It is forbidden to practise more than one school of fighting at a time although each fighting school's archive contains accounts of one or more styles being practised simultaneously by their ancient masters.

The Techniques

In the Avatar series, all the manifestations of this elemental power are triggered by a series of fighting moves and in RPG terms a conventional ranged touch attack is required in almost every instance.  This retricts the spell casting abilities of the Martial Mage character to use in solely in combat, but also distinguishes it as a class from other spell casters.

Avatar Fan-art by DeviantART user slifertheskydragon


Likewise, in order to perform any of the techniques a martial-mage must have access to a source of elemental material matching their fighting style.  For example, a water style martial-mage must have access to a suitable volume of water.  This makes some fighting styles difficult or even impossible to use in certain environments, for example a water style mage would find it extremely hard to use their techniques in a desert, and fire and air style mages would both find using their techniques almost impossible whilst submerged.

ELEMENTAL FIST (Level 1)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the casters hands are enveloped by elemental material. A successful melee attack inflicts 1d6 +1 per level of damage to the target.

ELEMENTAL STRIKE (Level 2)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the caster shapes a ball of elemental material into a 1ft diameter ball. Upon a successful ranged touch attack, they can fire this ball upto 100ft at a single target inflicting 1d6 +1 per level of damage.

ELEMENTAL SHIELD (Level 3)
Duration: 1 Turn / levelSAVE: NO
Description and Damage
This technique allows the caster to form a ball of elemental material into a free floating disc approximately 6ft in diameter which they can move around their body at will like a shield. This affords them a +3 AC bonus against all attacks directed at them during melee and missile combat. This also affects spells which require a successful touch attack, those that automatically hit are unnafected.

ELEMENTAL SHARDS (Level 4)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the Martial Mage collects and shapes an amount of elemental material into a 1ft diameter ball. Upon a successful ranged touch attack, they can fire a barrage of shards in a 20ft wide, 100ft long cone inflicting 1d6 +1 per level of damage to anyone caught in the cone.

ELEMENTAL STEED (Level 5)
Duration: 1 Hour / levelSAVE: N/A
Description and Damage
This technique allows the caster to create a spinning ball of elemental material which can be ridden much like a horse or other beast of burden. The ball can move in any direction at a speed of 5mph / level of caster. Any change in direction or speed requires a DEX save to avoid falling off.

ELEMENTAL BLAST (Level 6)
Duration: InstantSAVE: DEX
Description and Damage
By using the stomp technique a Martial Mage emits a shockwave of his chosen element material in a 50ft radius sphere around him. This shockwave does no damage but all targets within the blast radius (including those flying) must make a DEX (with a +1 difficulty modifier per level of caster) save or be immediately knocked to the ground.. Alternatively a mage can direct the stomp technique at a single target up to 100ft away.

ELEMENTAL CAGE (Level 7)
Duration: InstantSAVE: DEX
Description and Damage
After making a successful ranged touch attack, this technique allows the caster to surround the target with a mass of elemental material unless they make a DEX save (with a +1 difficulty modifier per level of caster). Targets who are successfully captured can also break free on a successful STR save (with a +1 difficulty modifier per level of caster)

ELEMENTAL WALL (Level 8)
Duration: 1 Hour / levelSAVE: DEX
Description and Damage
When using this technique a Martial Mage shapes a wall of his chosen elements material into a 50ft high, 10ft thick wall upto 100ft in length directly in front of him. Any targets caught in the path of the wall who fail a DEX (with a +1 difficulty modifier per level of caster) save will be hit by the wall (causing 1d6+1 per level damage) and be pushed out of the way in the direction that the wall is growing. In the case of Air and Water Style, the wall can be as transparent as the mage wishes, however in the case of the Earth and Fire the wall can only ever be opaque. The wall is impervious to all attacks other than those which take the form of the same element which do half damage.

ELEMENTAL SPHERE (Level 9)
Duration: 1 Round / LevelSAVE: N/A
Description and Damage
The caster surrounds himself with a 10 ft diameter sphere of elemental material which is impervious to all attacks other than those which take the form of the same element which do half damage. Whilst maintaining the sphere the caster cannot attack or perform any other action.

ELEMENTAL FLIGHT (Level 10)
Duration: 1 Hour / levelSAVE: N/A
Description and Damage
Using this technique the Martial Mage can achieve flight. For Earth and Water styles this is achieved by creating a disc of material underneath the caster which is then levitated vertically and horizontally in the air. In the case of Fire and Air styles, jets of material are emitted from the casters hands and or feet which propel the user vertically or horizontally. The caster can accelerate or decelerate at upto 10 Mph per level and achieve a maximum height of 1,000ft per level.

Tuesday 29 March 2011

Monday Motivations #12

Been hectic at work the last couple of weeks so this is a little late: 

Article #12 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ASSASSIN

5. Family Business - Your childhood was a strange one, you were home schooled by both your parents in subjects as diverse as languages, preparation and application of poisons, mathematics, esoteric missile weapons.  You never questioned why you were being taught these skills.  On your 16th Birthday your father told you to go into town and deliver a letter to the baker insisting that you wore your best leather gloves.  Only moments after the baker read the letter his face turned purple and he keeled over stone dead.  You gingerly picked up the letter and to your amazement the postscript was written to you in your father's hand it read. "Happy Birthday Son, congratulations on completing your first job and welcome to the family business.  Now clean up any evidence that you poisoned the baker and come home..."



PALADIN

3. A Father's Secret - You were never close to your father and always saw him as an old an frail man, his body wracked by illness, old age and the rigours of farming life.  When he died during one particularly harsh winter you buried him as custom demands.  Being some twenty years old yourself and with no desire to continue trying to scratch a living from the soil you decided to sell the farm and move to the nearby town.  When you were sorting out the valuables from amongst his possessions you found a book, scrawled within it's pages in his familiar hand were journal entries describing the most fantastic adventures and acts of heroism you could imagine.  Was this really your father whose exploits you were reading about?  The final page was addressed to you and told you where to look for the sword and armour that your father had hidden and that his dying wish was that even though he had not schooled you in the ways of war, that you would take up the sword and shield and fight for truth, justice and honour...

MONK

4. True Wisdom from Experience - It is written in the teachings of one of the most venerable ancestors of your temple that one cannot be taught wisdom from a book and that the truly wise must learn from experience.  This tennet has been handed down to each and every monk of your order since and has formed one of the most important lessons that a novice must undertake... The life outside.  Stripped of the comforts of a daily routine and the wise words of his teachers a novice must journey outside the temple for a period of not less than 1 year and return to the temple to be tested by the abbot himself.  Some novices return and fail the test, fewer rise to join the ranks of the teachers, most are never seen or heard from again...


5. The Watchers - It is said that History is written by the victor.  This is untrue, History is written by you and your fellow monks of the order of the all seeing eye.  Once you have completed your training you are despatched to all the corners of the known world to record the passing of events.  Whenever a battle is fought you account for the losses from each side and the amount of land given or taken, you and your brothers have witnessed momentous cosmic events, the birth of kings, the death of dynasties and the rise and fall of nations all with an impartial impassive eye...

DRUID

5. Side Effects - After that nasty business with the mayor's wife's skin turning purple there was little call for your remedies in your home town.  You decided that there was more money to be made on the open road, so you sold what little possessions you had to buy a small covered wagon and set yourself up as a doktor of physick selling your own remedies for common ailments as you pass through the towns and villages on your way to who knows where...


 

Monday 14 March 2011

Monday Motivations #11

Article #11 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

WIZARD


5. Star Child - You do not remember much about your early childhood other than that your foster parents found you in a shallow ditch blasted in a corn field.  As you grew older and your powers manifested themselves they warned you to learn to hide that you were different lest others find out and turn against you.  When in your teens they succumbed to the ravages of old age there was nothing to stop you forging out into a new and strange world in search of answers...

ILLUSIONIST

3.  The Great Thespian - Your early years were an idyl spent playing with your brothers and sisters in the caravans of your parents travelling theatre.  Your schooling consisted of mimicking your favourite characters from the tragedies and comedies you saw your parents play night after night as you travelled from town to town.  As a teen you learned all the theatrical arts from actor to stage hand and honed your skills at night in supporting roles. 

Your parents recognized that somehow your performances, even in the smallest of parts would often bewitch and delight the audience, but they could never understand where this talent came from.  Until after a successful night playing in a sleepy village in the middle of nowhere a wizened old man asked to see your parents after the performance.  He said that your skill was the work of magic and as an illusionist of the first rank he could not allow your parents to waste your talent on the stage and proposed that he make you his apprentice. 

When several weeks later you had journeyed a thousand leagues from your homeland the illusionist disposed of his cunningly crafted disguise and revealed his true identity, he was infact the great thespian himself. You stood awestruck at the deception he had perpetrated on you and your parents and only narrowly avoided being skewered by his sword.  As he lunged and you parried, he explained how he could not allow a talent like yours to overshadow his own and had decided to ensure that you would never upstage him.  Sadly his talents did not extend to swordplay and his orations were cut short as you jabbed your rapier through his heart...
 
PALADIN

2. Dishonourable Conduct - Although you were happy being just a regular soldier in the Kings army, you never enjoyed the rough housing or esprit de corps as the officers called it.  Sometimes you thought your comrades were as bad as the enemy you were sent to into battle to kill.  All this changed for you when after a particularly bloodthirsty engagement you had to defend a young village girl from being sullied by one of your own sergeants.  You stood trial by courts martial for acts of insubordination, and were it not for the pleadings of the chaplain your neck would have long since been stretched by the hangman's noose.  Your punishment was commuted to life servitude in the order of paladins, a band of desperate men who, forced to give up their fate to the mercy of God, were despatched to the farthest reaches of the kingdom to despatch the Kings enemies no matter how suicidal the mission or overwhelming the odds.

DRUID

4. A Man in a Woman's World - You didn't realise it at the time, but all through your childhood your grandmother taught you the ways of the spirit world.  How to bend nature to do your bidding and when to bend to nature's will.  The skills and knowledge which have been passed down from mother to daughter since time began are not normally taught to boys but your grandmother insisted that as your parents only child you were to be taught these lessons lest the old ways be lost to future generations.  When the time came for her to pass into the spirit realm, the druids from the other nearby villages assembled to appoint her successor.  Their shock as you were presented to them was palpable, and even though you demonstrated your extensive knowledge of the rites and incantations your grandmother had so patiently taught you they would not accept you as one of their equals and cast you out as an abomination...

MONK

3.  Collectors of Truth - The training was arduous and the mortality rate high, but only the most proficient students of your order are selected to become collectors.  Their mission, to be despatched to the four corners of the world to accumulate knowledge in all it's forms and to return it to the monastery for recording and analysis by the multitude of scribes.  To survive the dangers of the outside world a collector must be wise beyond his years in order to identify Truth from Untruth, have the mental capacity to store the knowledge and possess the self preservation skills necessary to protect it on it's often perilous journey home...

Monday 7 March 2011

Monday Motivations #10

Article #10 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

BARBARIAN


5.  Left Behind - Last year your tribe set out on a raiding voyage and all was right with the world.  You pillaged a handful of villages along the coast, and then took the river inland like you had done many times.  However, when you rounded the bend near a particularly fertile spot of the countryside, to your horror the townsfolk were lining the banks of the river.  They'd never done this before, usually they were compliant and played by the rules, you raided their villages for crops, livestock and the odd wife and afterwards they went about whatever it was that they had to do to make ready for your visit next year.  When they started firing wave after wave if flaming arrows at the boat, the chief had had enough and ordered you to turn the boat around.  The oarsmen stroked the water with a new sense of urgency but it was not enough to put you out of range of the villagers bows.  When an arrow stuck you in the back you staggered to the side of the boat, slipped on the blood of your childhood friend Boggart and tumbled overboard, banging your head on the side of the boat.  You came too some minutes later as you drifted downstream, luckily you hadn't drowned, but there was no sign of the boat and you were a long way from home in a strange land full of people who wanted to kill you... 

CLERIC

5.  Roll the bones - your god demands blood sacrifice every solstice to give thanks for the bounteous crop which will sustain it through the winter.  This year however when you performed the choosing ritual and cast the bones to select a goat to sacrifice you were horrified.  Instead of pointing to one of the assembled animals it indicated that this years sacrifice would be human and would be the chieftains daughter.  You hastily performed the ritual three more times and each time the bones indicated that the god wanted the chieftains daughter in payment for his favours...

MONK

2.  World Harmony - Your order shoulders the heavy burden of  maintaining a ritual without which the world would eventually stop.   Your brothers chant perpetually all day every day, this constant background tone vibrates through everything on the planet and keeps the world in a constant state of movement.  People of a good nature will vibrate in harmony those of an evil disposition will vibrate dissonantly.  Your job is to journey out into the unknown and detect these dissonants and either train them to resonate harmoniously or to despatch them...


ILLUSIONIST


1.  Inquisitor
- The king and his descendants have used your kind for hundreds of years to keep the kingdom free of dissent.  Your job is to travel from town to village to sniff out signs of rebellion using your powers of persuasion and mind reading.  "What happens after you write your report is not your concern" were the words of your old teacher, but you know that the people you report on are never seen or heard from again.  When you returned home some months ago, your father's mind was full of rebellious thoughts about the kingdom, you planted a masking which might last a year, but if another inquisitor were to read his mind he'd be able to tell that it was your spell...

2. The Puppeteer
- You can't remember when your powers awoke, you've always been able to suggest things to people and they've done what you asked.  As you got older the tasks you asked people to perform for you were a means to enrich yourself and ultimately brought you to the attentions of the local sheriff and his mind was not as easy to control as the others especially when he had his mage with him.  You read the guards intentions from some distance away, the night they came to arrest you and you've been on the run ever since...

Monday 28 February 2011

Monday Motivations #9

Article #9 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

KNIGHT

Paladin by Katie De Sousa
3.  Lost Crusader - You were born into a noble family trained from birth to be a knight and to fight alongside other noble sons as a knight in the kings army.  The tales of honour, glory and valour which were taught to yiu as a child did not prepare you for the grim reality of war when as a young noble you were sent to fight in a foreign land on a holy crusade.  Your training didn't contain lessons on how to kill women and children, or how to burn down whole towns and villages as the army roamed agross the land like some savage beast.  Eventually the tides of war turned on the kings army, in one ferocious battle the defenders had the upper hand and the army was routed, you were lost far from home in a foreign land surrounded by a people that only days before you were trying to slaughter...

4.  A Squire's Chance - You'd followed your knight across hill and dale, tundra and desert, forest and ocean since father entrusted you into his care.  The days are long and the work never ending with never a thank you nor a coin to spend of your own.  When you woke one morning to find him slumped over the table after a night's gambling and drinking in the local tavern you cursed that you would soon suffer one of his beatings if you had not completed your chores.  By noon he still had not stirred, so you went to check on him, he was still slumped over the table.  Gingerly you prodded him with your wooden practice sword and his lifeless body rolled off the bench and onto the floor.  His face was purple and his eyes had rolled up into his skull, there was no doubt about it he was dead.  Your years of hoping for a chance like this had finally paid off, and you swung your plan that you had rehearsed so many times into action.  You swapped your clothes with him, packed the armour and weapons and loaded the horses.  By nightfall you were 20 leagues away from your past and well on the road to fame and fortune as a true knight...

5. Country Justice -  The Prelate of your monastery bestowed the honour of Marschall upon you three summers ago.  Since then you have roamed the five counties tracking down bandits and thieves, defending villages from ravenous beasts which raid their homes for food and rooting out the odd band of goblins or tribe of kobolds who seem intent on setting up home in your peaceful homeland.  The lifestyle suits you, and you've never been happier than when you're riding out into the wilderness to pursue some vagabond or villain intent on meting out justice from the saddle at swordpoint...


PALADIN

1.  An Old Code - You were just a regular soldier in a regular army sent by your lord to burn the library of some town you can't even remember the name of.  The only difference between you and the rest of your company was that you could read.  You knew that setting fire to the library was a bad thing and that the gods would likely punish you for doing so, so you grabbed the first book you came across and stuffed it inside your breastplate.  Back at the barracks that night you opened up the book to read what you had saved from the flames.  It was the life account of a holy warrior who fought evil and injustice wherever he found it.  He was noble in thought, deed and word because he lived by a holy code.  The code which you committed to memory and which you have vowed you will live by from now on...

BARBARIAN

4.  Slave Child - You were not born into a barbarian tribe, you were enslaved into one.  You were born in a land far away, when your parents were killed in one of the tribe's pillaging raids, you were taken back to their land across the sea with the other loot.  You were given to one of the barren wives cast off by the chieftain to raise as her own and look after her in her old age.  Your new mother was outwardly grateful for the kindness shown to her by the chieftain, but as you found out later, secretly harboured revenge against her husband and his new wife.  As you grew up in your new home you were schooled alongside the other children by the best teachers the tribe had to offer in how to fight, track, hunt, fish, sail and survive in the barabarian way and by night your surrogate mother taught you about the world, where you came from and  that you had been sent to her by the gods as a weapon to strike down the Chieftain.  At age 15 you took the rite of passage to manhood and became a fully fledged member of the tribe and at age 17 you took part in your first raid during which you used the confusion of battle to your advantage, slew the chieftain and faked your own death in a burning house.  You have since put many leagues and years between you and your barabrian upbringing and embarked on a new quest to find your true family and true heritage...

Monday 21 February 2011

Monday Motivations #8

Article #8 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

BARD

4.  The Collector's Curse - As a child, whenever you went missing you were always found in the inn at the feet of whoever was telling tales of Legend, Lore, Myth and Mystery.  And so it went on until the boy became a man.  Until on stormy winter's night a strange, sick old man came in from the rain and took up the place at the hearth.  He coughed and spluttered his way through many tales and even when most of the villagers had long since left for their beds you begged another.  The old man began to tell his own tale, when on a night much like this one a wizard cursed him to roam the lands gathering up tales for all to hear, and with one last wracking cough the old man died passing his curse onto you...

5.  The Greatest Song - As a child you heard many wandering minstrel's pass through the village but none were as strange as one particular elf who passed through.  He captivated everyone that day and a lot of coin was thrown into his hat.  Of all the songs you heard before and since non were as sweet and enchanting as the one he played that day.  As a budding amateur player you decided that you would hone your skills and track the elf down and get him to teach you the greatest song in the world...

BARBARIAN

Dwarven Barbarian by Gold-Seven
2. Dreamquest - The Gods visited you in your dreams last night and led you on a journey to find a desolate volcanic island.  As you followed through many different lands you faced many challenges, some tests of strength, some tests of endurance and some tests of the heart, you gathered around you seven heroes each with a special talent destined to help you in your final challenge.  After many years of travelling you search for the Isle was over and you confronted the great beast who spoke your name and challenged you to mortal combat.  The battle was fierce and long and one by one your comrades fell to the beast, your bravery undiminished you finally spotted a weakness in the beast's defences and struck. It was at this moment that you awoke, sweating.  After several nights of dreaming the same dream and waking at the same crucial moment you consulted the village wise woman who told you that the dream was a sign from the gods that you would not have peace until you could slay the beast and fulfill your destiny...

DRUID

3.  New Official Religion - You take little notice of the political affairs of man, the rolling plains of your homeland bear the scars of countless Kings buried under their soil mounds and yet the forests encroach inexorably over them.  However, this new King has brought a religion with him from across the seas, he has proclaimed it to be the official religion and will not tolerate the old ways.  There's no alternative for you but to move on to a new home where you are free to dance naked in moonlight and talk to whatever animals you like be they chickens or men...

CLERIC

Field Marschall Kruger
4. Holy Child - Although your memory of the event is hazy, your parents began treating you differently when you healed your brother's broken arm when you accidentally pushed him out of a tree.  You said you were sorry and that you didn't mean it and like magic your brother's arm was mended.  Word got out that you had this gift and suddenly people you didn't know started turning up at the family farm wanting you to make them better.  Blind people, those with deformed limbs, even the occasional leper and they often gave your parents food or sometimes money.  You didn't mind helping, you would probably have done it anyway, but your parents made sure that any chores you might have had to do were done by your brothers and sisters.  Of course this didn't go down well with your brothers and sisters who hated you for being special and teased you mercilessly, but you never wished ill of them and always included them in your prayers each and every night.  A few years later a priest visited the farm and he had a retinue of soldiers with him.  You were examined by the priest and he watched as your father slashed his own wrist and you healed it closed.  They talked in private for what seemed like hours and when they emerged your parents fighting back tears told you that you had to go with this priest and he would take care of you...

KNIGHT

1. Penniless Prince - Being a Knight isn't cheap these days, there's the cost of feeding your horse and serf, armour repaired and polished, weapons sharpened, the list goes on.  When the Prince asked you and your fellow Knights to bear with him during his latest cashflow crisis you made cut-backs and economies out of loyalty but after 3 months without pay you'd had enough and you paid off your serf and headed out on the road to find a new employer who would understand that your honourable profession requires respect of the silver and gold variety...

BONUS BACKGROUNDS


Because I screwed up in Article #4 and both duplicated a background and only posted 4 instead of the usual 5, here are 2 extra ones to make up:

KNIGHT

2.  Tourney Pro - You abhor the idea of charging into a battle in your shiny armour to get it all scratched up not to mention the fact that you might die.  Which is why you've spent the last few years travelling from one tournament to another to earn a living.  You love the roar of the crowds the smell of the armour polish, the favours of a comely barons daughter or a serving wench when you're down on your luck.  When times are tough you might even partake in a spot of goblin hunting, but never when the odds are against you...

MONK

1.  National Service - Where you come from it is law that every first-born son enters the monastery and learns the fighting techniques that have been perfected by the countless generations that have gone before.  The Empire needs people to defend it's borders from marauders and people to ensure that the public remain compliant and law abiding.  Some do not survive the training to reach maturity, others do not master their chosen style, but you, and a handful of your class, have achieved mastery and will fulfill your destiny as servants of the empire wherever that may take you...

Monday 14 February 2011

Monday Motivations #7

Article #7 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

BARD

Bard by AIBryce

1.  Every Bard Needs a Hero - You've made a respectable living up to now sing in the various inns and taverns of your homeland, but singing the same old songs and telling the same old tales has begun to wear thin.  It is said that a bard is only as good as the hero he follows, you must therefore strike out and find your own hero who you can immortalise in song...

2.  The Great Bard's Instrument
- When you needed to repair your instrument after a particulary rowdy evening in a local tavern you stumbled across a dusty tome of the Great Bard's work in the luther's workshop.  The tales and songs were familiar but it was the illustration of the Great Bard himself which captivated you.  You had never seen his image before or the instrument he played, so different from your own.  When you ask the luther if he can make such an instrument he tells you that the instrument was made long ago in a land far away and perhaps they have the skills and knowledge to recreate it.

3.  The Masked Mariachi - The people are a sad and dispirited lot, their backs and spirits have been broken by the work party enforcers sent by their despotic ruler to harvest the crops and mine the ore needed to further his own ends.  The people need to rise up and overthrow him, but to do this they need hope, the kind of hope that can be spread through song.  You know that this won't be easy, you'll need to travel swiftly from village to village, be selective in where you play, and you'll need a disguise but the people need you.  The people need the Masked Mariachi...

DRUID

1.  Blight - A terrible blight has cursed the land and the desperate townsfolk turned to you to save their crops, there was nothing you could do.  Your grove has withered and in order to save it you have uprooted it's heart vine which now sits safely in a pot of earth in your backpack as you try to find a new home far from your blighted birthplace.  Perhaps the townfolk will forgive you for abandoning them if you could only find a cure...

2.  Nature's Balance - You became aware of a shift in the natural order of things several months ago during a peyote ritual.  The visions you had showed a dark tide sweeping across the land and plants and animals alike withered and died in it's wake.  The visions grew stronger each time you performed the ritual and you became convinced that the only way you can stem the tide and regain the essential balance is to journey into the heart of darkness and cut out it's root...

Monday 7 February 2011

Monday Motivations #6

Article #6 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

RANGER

2.  The King's Deer
- Your family were starving and even though you knew it was wrong you shot the King's deer to survive the harsh winter.  Your Father was livid when you returned with the carcass, you explained that you were careful to clean the spot where you gutted it and bury the entrails but he didn't speak to you for weeks.  When the King's Warden posted bounty you knew that in order to protect your family you would have to leave your home and go on the run...

3.  Sacked - You were one of the Baron's huntsmen until the day the castle was sacked by a Goblin horde.  You had no love for the Baron, who was a blundering oaf when it came to tracking and stalking, but it was the beatings he personally administered to you as a stable boy which made you hate him.  You did little to help him when you chanced upon him in a clearing, soon after the castle had fallen, trapped under the weight of his dying prize charger.  The sounds of his screaming when the Goblin's found him still haunt you across the many leagues you have travelled since... 

4.  Trophy Hunter - The old ranger to whom you were apprenticed taught you many things, the woodcraft necessary to stay alive in the wilderness, how to differentiate and track prey from their prints and stool, how to set traps and lure the prey to them and how to butcher your kill quickly so the meat does not taint.  These challenges would satisfy most rangers, but your lust for knowledge is insatiable.  The day came when the old ranger told you that he could teach you no more, with some swallowing of pride, he admitted that your skills had far surpassed his own and that he had been learning more from you than he had been teaching you for the last year or more.  His advice to you was to travel to distant lands and to find new prey to hunt and new teachers to learn from...

5.  Big Fish
- Your skill with the bow is legendary in the province where you were raised and your success in local tournaments earned you your freemanship.  However, in the last tournament you entered you were soundly beaten by a strange bowman with sun darkened skin from the desert lands.  His accuracy and speed drew gasps from the crowd and incredulity from you.  Your friends did little to help your dark demeanor that night in the inn, barracking you with taunts of "big fish, little pond".  To save face you brashly claimed that you would travel to the home of the black bowman and learn his secrets.  Their taunts echo in your mind as you pass through yet another backwater village on your long journey south...

CLERIC

3. Missing Relic
- Your order was founded in a time of war, its' first and most revered Abbot was killed on the battlefield in a distant land as part of a crusade to bring the word of your God to the unbeliever.  Your Abbot has decided that your final test as a novice is to retrieve the lost foot of the founding Abbot and return it to the reliquary where it belongs.  You have been furnished with a map showing the approximate whereabouts of the battlefield and a scroll which Scrollmaster Deach has created at great personal cost to help you located the missing remains...

Tuesday 1 February 2011

Monday Motivations #5

Article #5 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ASSASSIN

3.  New Sheriff in Town - When a new Sheriff arrived a few months back, things just started to take a turn for the worse.  He ferreted out some of your Assassin's Guild colleagues and the jobs started to dry up.  The final straw came when the Guild Master decided to close up shop.  You decide to strike out on your own, perhaps another town's Guild will have need of your skills...

4.  Set-up - That last job you did went South pretty quickly, those bodyguards knew you were coming.  Someone in the Guild is either supplying false intelligence or someone's put out a contract on you, but who? and why?  One things for sure, you can't go back to the Guild a failure, they kill failures...

WIZARD

3.  Magical Runt.  Being a wizard runs in your family your mother and father and your little sister are all wizards and they're far more accomplished than you will ever be.  Which is why you decided to run away and set up yourself up as a hedge wizard in a far flung corner of the world...

4.  Army deserter!  - Around your twelfth birthday your powers manifested themselves.  You were promptly registered with the local magistrate and you forgot about it completely as you buried yourself into your new studies.  Nine years later you shouldn't have been surprised when the kings letter arrived drafting you into the Mage corps of his army.  It wasn't long before you couldn't take anymore of the endless drilling so one night you escaped the compound and made a break for enemy lines...

BARBARIAN

3. A Legendary Blade - Whilst out hunting one day your prey darted into the relative safety of a small copse of trees and you hunter's instinct told you to follow.  The copse was deceptively dense and soon you needed to hack a path through the tightly knit trees.  You slash your way into a clearing and discover a pair of large boulders and lying at their foot a skeletal warrior holding a finely wrought blade.  The warrior has clearly been dead for many years, his disintegrating armour is of a strange design, the like of which you have never seen, however, the sword he carries is untarnished and as you slide it out of it's scabard you marvel at the keenness of the edge as it reflects the light.  After taking the blade back home your sleep is disturbed by strange dreams and a voice calling out to you.  Each morning as you strike out to catch the day's pray you feel compelled to keep walking and leave your dreary tribal hunter's life for that of adventure and distant lands...

Monday 24 January 2011

Monday Motivations #4

Article #4 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ASSASSIN

1. Revenge from Within - A loved one was murdered by an Assassin, the only way you can wreak your revenge is to become an Assassin yourself, gain access to the Guild's records and find out who hired the killer and why your loved one had to die...

2. Assassins Orphanage - When your parents died in a tragic accident the city's council made you a ward of the city, as is the law, and placed you in the care of the city orphanage whilst a search for your relatives was undertaken.  Only a select few are aware that the orphanage is a front for the Guild of Assassins.  They select the brightest orphans to undergo the complex and arduous training to become a silent killer like yourself...

WIZARD

1.  Royal Edict - some people say that the King is paranoid, but most keep their tongues in their heads lest the tyrant pluck them out.  Worst still are the many heinous persecutions he has exacted on those who possess magic.  From the mere hedge wizard to the master of guild of wizards he has imprisoned , tortured and executed all those who show even the slightest sign of thaumaturgical ability.  What drives him is a mystery but his edict banning the practicing of magic on pain of death resulted in you being spirited away from your mother and father, as a child, by your crazy old grandfather to his tumbledown tower just outside the king's reach on the other side of the border.  Your life has been one long lesson interspersed with drudgery, your reward being able to bend arcane forces to your will...

2.  Power Awakened.  Your idyllic childhood on a smallholding in a peaceful part of the kingdom was shattered when you almost killed your brother with a lightning bolt.  When your magical powers were awakened, your families' attitude to you changed, where once there was love now you found fear.  One day your father brought a strange old man to the house who poked and prodded and waved his hands around you.  After a short discussion with the man your father took you aside and with tears in his eyes handed you a backpack full of  your things and told you to be good and do everything that azusul tells you.  And as your home disappeared from sight among the trees you knew that you would not see your family again for a very long time, until your training as a wizard was complete...

THIEF

5. Kleptomaniac - Some people say that even as a child you couldn't keep your hands out of other peoples pockets, but they don't know what they're talking about.  It's like there's a part of your brain which is autonomous and just picks up other peoples things which they've left lying around.  With that kind of natural ability it was only a matter of time before you started to actively looking for opportunities for profit...

Monday 17 January 2011

Monday Motivations #3

Article #3 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ANY CLASS

5. The Seven Saviours
- Your village has fallen under the spell of an evil Sorceror, only you were immune to his charm.  You decide to leave the village on a quest to find some heroes who can help you storm his tower and release your friends...

THIEF

5. Kleptomania
- Some people say that even as a child you couldn't keep your hands out of other peoples pockets, but they don't know what they're talking about.  It's like there's a part of your brain which is autonomous and just picks up other peoples things which they've left lying around.  With that kind of natural ability it was only a matter of time before you started to actively looking for opportunities for profit.

CLERIC

1. Plague Sister - When your little sister was struck down with the plague you asked your God to heal her and in return you would serve him for the rest of your life.  Her fever broke that very night and you knew that your plea had been heard.  The following day as you knocked on the heavy oak doors to the monastery you knew your new life of clerical servitude was about to begin...

2. Passing Healer - As a small child you had few worries in your life other than where the best place was to dig up worms for fishing.  It was on one of these bait finding trips that you were bitten by a poisonous snake, putting you into a deep coma.  At that same moment a Cleric was passing near by, heard your scream, and rushed to your aid.  Days later you awoke to find that the Cleric had saved your life.  You owe the Cleric a life debt and as is customary must serve him until the debt is paid in full, in return the Cleric has agreed to feed, clothe and teach you everything he knows...

Monday 10 January 2011

Monday Motivations #2

Article #2 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché

ANY CLASS

3. Spurned Love - You thought you had a chance of happiness when you're eyes met across the harvest banquet table. But those hopes were soon dashed when her gaze landed on your older brother's.  The following Spring they were married and as is the custom she moved into her husband's house, your home.  After a week you realized you couldn't face another day in the same house as her so you left for pastures new and possibly adventure...

4. Accidental Death - Your oldest and best friend was your rival for the attentions of the miller's daughter.  Even though you were exonerated by the Sheriff from any wrong doing, the villager's believed that you were not entirely blameless for his accidental death.  After month's of putting up with the furtive glances and the whispered rumours you decide that life would be better for everyone if you just left.  Perhaps in another village you'll be able to start a new and more interesting life...

BARBARIAN

1. Born into it - You don't really have a choice you're father was a tribal chief, as was your grandfather and his father before him stretching back across the ages into the time when the Legends were born.  It is the tradition that tribal chief sons go out into the world far beyond the boundaries of the tribal lands and embark on a great quest.  Perhaps you will find a beautiful wife like your father, or great riches like your grandfather, or perhaps like your brother you will not return at all...

THIEF

3. Brutal childhood - You had two choices after your Father died and your Mother remarried; either runaway or die at the hands of the brute she married.  You chose the former and ran away at the tender age of 12 eventually falling in with a kindly old thief from whom you learned the arts of the con, the distraction, the palm, how to pick a pocket and a lock and many, many more...

4. Middle Child - As a middle child you felt you always got the raw end of the deal.  Your older sibling got the praise for doing everything first and your younger sibling always being praised for just existing.  The only way you got any attention was when you did something bad.  Eventually your petty thievery caught the attention of what passes for the Thieves Guild in your town you were given three choices; join the Guild, leave town or take a beating...

Thursday 6 January 2011

Monday Motivations #1

Article #1 in a regular series where I offer up some ideas for character backgrounds by class.  I aim to collect these ideas together for a future pdf publication.

What made your character decide to become a wizard? Why did they leave their home town? Did they leave family behind or are they looking for something? These are all questions players face when generating their characters, with the best will in the world it's tempting to rely on cliché.

ANY CLASS

1.  Slaughter - You were left for dead by the raiders who slaughtered everyone in your village.  You nursed your wounds and survived the cruel winter which followed fueled only by thoughts of revenge.  Now you must find out who orchestrated the raid and how you can destroy them. 

2.  Bastard offspring - On your mother's deathbed she told you that your father is a wealthy / powerful man who will never recognise you as his rightful heir.  You can't accept this and have vowed to either prove to him that you are a worthy heir or his equal.

RANGER

1. Track a foe beast  - You are the best tracker from your village and after a few of the villagers were killed by a savage beast you were tasked to hunt it down and slay it.  You have passed through many towns and villages along the way and have stopped to help the locals in exchange for food, lodgings and a little money.The beast's territory ranges for thousands of miles and you have been tracking it for months but it always seems to be one step ahead of you...

THIEF

1. Retrieve an heirloom - On your father's deathbed he gave you his signet ring, confiding in you that it was central to his fortune.  Stricken with grief you were drowning your sorrows in a local tavern where you were mugged.  After cursing your foolishness you returned home and in the following weeks creditors appeared from every corner claiming to be owed money.  It was not long before the business collapsed under the weight of it's debt.  Perhaps your father's ring held more significance than you originally thought so you vow to track it down and regain your family's fortunes...

2. Escape from poverty - After your family fell on hard times you decided to lessen the burden by going out on your own looking for work.  It was then that you realised how unfair the world is, the rich have far more than they'll ever need and are consumed with the need to gather more and more wealth whilst the poor go hungry and spend every waking moment trying to survive.  You decided to partake in a little wealth re-distribution of your own...

Saturday 4 September 2010

Character Archetypes?

I was asked to create a filler game at short notice this week and wanted to try out a new character creation concept (well new to me anyway), character archetypes.  It's a halfway house between letting your players roll up their own characters or presenting them with fully written characters.

The archetypes are printed onto small pieces of card in the form of a TITLE, PRIMARY STAT & SKILL (or in the case of SBA a Primary Skill (at Superb +5) and a Stunt) and a BACKGROUND SENTENCE to provoke the players into writing their own background.  For example:


THE DASHING ARMY CAPTAIN

RAPPORT / Intergalactic Ladies Man

"Last one to rescue a young lady is a rotten egg"


or


THE YOUNG PLANETARY SCIENTIST

SCIENCE / Scientific Genius

"Those fools at the Royal Society don't appreciate the possibilities of my discovery"


I used this method because:
  • I didn't have the time to pre-gen a bunch of characters for the game and write the scenario.
  • The players were relatively unfamiliar with the system (Starblazer Adventures) and the genre (Victorian Sci-Fi).
  • I find that players are less reckless with characters they've had a hand in creating rather than ones they're just given and this results in better roleplay.
So how did it work out?

I was quite pleased with the results.  I gave the players a few minutes to digest their choice and then did a small piece of 1 to 1 roleplay with each player to introduce their character into the game and to discuss some options which they might consider.  Each player then spent about 10 minutes or so fleshing out their character before we began with the opening scene.  I'll certainly be using it again and might consider it for other systems.