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Category: Electrum Pieces (Page 149 of 156)

General heading for all RPGs.

Life Force

In Lenga, there are no real 'undead' so to speak. A thing is alive or it is not. The definition of alive is a union of body and soul. Once the soul has separated from the body, it travels to the afterworld, or it remains in the world of the living as an incorporeal being. The soul cannot travel into another body if it decides to stay in the living world.

The body, on the other hand, can be animated. It can even be given the power to speak and understand simple commands. However, it is not alive. It cannot think for itself and will only do exactly as it is instructed. Animations have no impulse to self-preservation. This means if ordered to march off a cliff, they will march off the cliff without hesitation. The body is just like any other object in this respect - any object (statue, block of wood, pile of dirt) can be animated. A reanimated body is called a skeleton or zombie in other game systems. An animated collection of material is called a golem in other game systems.

Either kind of animation is rumored to be able to understand 1000 words only. There's a story of an ancient golem whose creator wanted to teach the monster every word he could. Unfortunately, he never made it past the A's. Instructions to this golem can only be given in words that start with the letter A. Most magician syndicates have a standard list of 1000 words for 'animations'. A few use Ganarii due to the nature of their spoken language. (Ganarii animations can almost pass as intelligent.)

The soul, however, travels to the afterworld at death. It first travels to Hades. Hades is a holding place for the soul until it decides to travel to the Elysium fields for rest, or to Limbo in search of a way back to the world of the living. Some souls never leave Hades - at first this may be due to indecision, but ultimately as Hades tends to destroy desire, a soul stays because it has no desire to move on.
The Elysium fields are a place of rest for those that choose it. Ultimately, it is a place that allows for continued ambition and desire with the comfort of immortality. The fields are large enough that those that do not wish to be caught up in the ambitions of others can readily escape. As a place that allows for desires, no one can be compelled in the Elysium fields.
Limbo is a place of motion. The soul in Limbo loses its identity. Once 'blank' it returns to the world of the living as another person.
There are gateways to these places in the world of the living. A few even try to direct the incorporeal souls that remain to Hades. Souls that enter directly into the Elysium fields from the world of the living are unique and very rare cases. Most are the 'nobility' of the Elysium fields. Many an emporer has sought to keep their power by attempting to bypass Hades.

However, there are tales of three mages that have chosen a fifth option. These mages were all stricken with the Phage that debilitates some spellcasters. In an attempt to find a cure (instead of seek treatment which robs them of their ability to use magic), these three sought to reconnect the soul with the body immediately after death. When the body dies and the soul separates, the Phage goes away. Seeking to take advantage of this, these three sought to return to their own Phage-free bodies.

To their delight, it worked. To their dismay, however, they found that the body must be sustained by magical power. Since the body died, it cannot produce new blood cells or heal by normal means. These three use magic to repair all damage to their bodies at a very rapid rate. (This extends to the cellular level.) As a result, they never age, never grow hair longer, never shave. Other body systems also shut down, so they do not eat or feel the need for sleep. The only living organ is the brain.

Unfortunately for them, they feel perpetually hungry. Occasionally, they consume the blood of sentient species. Doing so allows them to appear as normal humans in skin color. It also offsets some of the gauntness they are prone to have. One has been driven mad by his condition, the other two may not hold out much longer. They have supposedly recorded their steps in order to duplicate the process.

Only the gods or titans can actually create new life force. It is presumed that the presence of these three has gotten their attention and completely reviled them all. Many believe that the tales of these three mages are simply moral stories to teach children the evils of unbridled ambition.

D6 MOD7 Dice Sheets

Heads up English Majors and other mathematically challenged folks! D6 MOD7 Dice Sheets are now available on the Downloads page and at the links below. (I have an English Literature Degree by the way.)

The frequencies of each roll are given at the bottom of the page. They are generated completely at random, but you may decide to use a different sheet based on the frequencies given.

As noted on the sheet, it only works well if you start on the upper left corner and move down the columns. Remember to cross out numbers already used.

3D6 MOD7 Rolls | 2D6 MOD7 Rolls

More D6 MOD 7

As always, there may be a name change as I discovered a company named MOD7 and I do not want to harm their business (though I don't think I really could. I have four readers.) So, I'm looking at D6 MOD 7 for now. Nothing shows up on Google when I search for it (except me).

Changes in DEF Ability

Because D6 MOD7 uses a smaller range of numbers to determine success (0-6 instead of 3-18), changes have to be made in DEF and in many Traits. DEF is changed to 3+REF from 10+DEF. Without this change, an average person (Stats and skills of 3) could never successfully attack successfully.

For example, Joe, an average guy is in a fistfight at a bar with Andy another average guy.

Old Rules: Joe uses STR + Unarmed Combat Skill + Roll. Andy uses DEF + REF. Since both are average guys, Joe is trying to meet or beat a TN 16. (DEF = 10 + REF or 10+3. REF = 3) He had a STR of 3 and a skill of 3, meaning he has to roll a 10 or better to strike Andy. Using 3D6, Joe had a 0.625 chance to hit Andy.

Because a MOD7 roll cannot go higher than 6, Joe could never hit Andy, even if he surprised him.

New Rules: Joe uses STR + Unarmed Combat Skill + Roll. Andy uses DEF + REF. Since both are average guys, Joe is trying to meet or beat a TN 9. (DEF = 3 + REF or 3+3. REF = 3) He had a STR of 3 and a skill of 3, meaning he has to roll a 3 or better to strike Andy. Using a MOD7 roll, Joe has a 0.574074074 chance to hit Andy.

Changes in Traits and Modifiers

Needless to say, traits that give +3, +6, +9 modifiers to skills or attributes would present a similar problem. Rather than list the specifics, here is the general guideline:

Traits that affect skills are +1 (Convenience) +2 (Edge) +3 (Gift)
Traits that affect initiative are +2 +4 +6
Traits that affect health or damage remain unchanged

For example: Hard to Kill remains unchanged +2 TGH, +4 TGH, +6 TGH applied to piercing damage. However, Athletic is changed to +1, +2, +3 to all Athletic Group skills.

Fast Reflexes is partly the same and partly changed. Convenience is still +2 INI, but +1 to Awareness Skill Rolls. Edge is +4 INI and +2 Awareness rolls, Gift is +6 INI and +3 Awareness rolls.

Fast Healer is also only partially changed: progression on the Time Chart remains the same, but skill bonuses at the Edge and Gift levels are +1 and +2 respectively.

Full list comes later.

As far as modifiers are concerned, modifiers to Initiative are the same, modifiers for attacking or any other skill roll are reduced by 2/3 rds rounding up. The numbers aren't easy rounded, so a full chart will be created at some point in the future. Below are examples:

Combat modifiers for size:
Target Size ....................................................... Modifier
Gargantuan, 32m or more (ship, bridge) ................... +4
Huge, 16m or more (whale, house) .......................... +3
Very large, 8m or more (city bus, big mecha) .............. +2
Large, 4m or more (horse, car, tree, sm. mecha) ......... +1
Medium, 2m (human) .............................................. 0
Small, 1m or less (dog, barrel) ................................. -1
Very small, 1/2m or less (cat, head, limb) ................... -2
Tiny, 1/4m or less (mouse, bullseye) ......................... -3

Damage rolls are still the same

If a greatsword does 4D6 damage, it still does 4D6 damage. Theoretically, it would be four Major MOD7 rolls added together, but that would be impractical. Roll (add together 3d6, divide by 7, find the remainder) 3 + roll (add together another 3d6, divide by 7, find the remainder) 2 + roll (add together another 3d6, divide by 7, find the remainder) 0 + roll (add together another 3d6, divide by 7, find the remainder) 4 for umm, err. 12 points of P/L damage. Hah! Take that thou varlet!

It slows down play and besides, it's a whole lot of trouble. It's one thing to do that for one roll (Skill roll, initiative, etc.) it's another to have to add a series of Mod7 rolls together.

However, if you do want to still use D6 MOD7 rolls for damage or any other rolls, Dice Sheets will be provided with pregenerated Major and Minor D6 MOD7 rolls. Simply add up as many as you need down the column to get your total and then cross them off the sheet. The numbers are created by a True Random Number Generator to provide dice rolls. Then three dice rolls are added together and modulus 7 is taken from the total, just like any other D6 MOD7 roll. In short, it saves you from the math. Using a TRNG prevents the biases to low number that occurs in many spreadsheet programs with Psuedo-Random Number Generators in them.

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