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May 19, 2012

Category: Electrum Pieces

May 30, 2011

Odd Mechanic

by John Payne — Categories: Electrum Pieces — Tags: , , , , Comments Off

I was working on a random way to give my kids some very simple addition subtraction problems. I will admit that I am thinking a bit far in the future as we really haven’t covered subtraction yet.

That being said, I am a fan of the d4-ized d6 featured at the Dice Creator store. I am saving up for one of these. I love the possibilities that come the fact that it has more than one number on its face.

When I first saw it, I realized that it could make a great randomizer simply by concatenating the numbers rolled. Last night, though, I had some crazy idea to combine the d4ized-d6 with a Fudge die and an LCR die. (It kept me awake for half the night.) The Fudge die would tell you to subtract, concatenate, or add. The LCR die would tell you what other number on the face to compute with. For example, if you rolled a 6 (meaning that the 6 is on the bottom), the Center number would be the upside-down 1 above the 6. The Left and Right numbers would vary, but let’s say for the sake of argument that the Left number is a 2 and the Right number is a 5. Left+Add would produce 8. Right+Add would produce 11. Center+Add makes 7. Left+Subtract gives you 4, Center+Subtract gives you 5, Right+Subtract produces 1. Left+Concatenate makes 62. Center+Concatenate makes 61 and Right+Concatenate makes 65.

You get the idea.

Yes, you can get negative numbers. The range produced goes from -5 to 65. Believe it or not, the median roll is a 7. In a roll-under system, the chances of rolling a 7 or less are about 55%.

Here is the spreadsheet with my analysis.

If, by some odd stretch, someone decided to use this mechanic in a roll-under system. It does allow for a natural “diminishing returns” feature.

Say for example that a system has a skill system rated by points. A Skill score of zero still gives you a 16% chance of success. Once you get up to a 7, you have a better than 50-50 chance of success. You’re above a seventy precent chance of success at 15. After that, though, it’s slow going to get a lot of progress. You break an 80% chance of success at a score of 34. To get above a 90% chance happens at a skill score of 52.

Critical successes? Roll a -4 or -5. Critical Failure? 61 or better.

Would this work in an RPG? Maybe not. It requires some getting used to. I think it might be better for a sports simulation sim, like American Footbal, for example. These kind of fiddly rolls happened in Paydirt. The results can emulate all kinds of tables, like Second Season Football. (I own both of these, by the way.)

Anyway, there’s my odd mechanic idea that kept me awake last night. Enjoy!

May 27, 2011

Mellivora and the Examati

by John Payne — Categories: Electrum Pieces — Tags: , , , , , Comments Off

One of the more creative OSR products I’ve seen lately is Pars Fortuna. As it explains in the description, take the rules of S&W and remove the standards fantasy elements like races, spells, etc.

In the same spirit of inspiration, I present two races that exist symbiotically, the Mellivora and the Examati. This post covers the Examati. The next post will detail the Mellivora.

Life Together

The Examati and Mellivora have existed together for hundreds of years. Members of each race are rarely seen without a member of the other. The Examati rely of the fierce Mellivora warriors for protection and acquiring more territory. Despite their great need for the them, the Examati subjugate the Mellivora with alien and fearsome magics. Despite their fear of the Examati, the Mellivora rely on them for crafting weapons and social structure. Without the Examati, the Mellivora would devolve into several warring factions eventually devouring each other. Without the Mellivora, the Examati would be quickly overrun by inhabitants of the surrounding territories.

Examati

The Examati are roughly human in shape and stand between six-and-a-half and seven-and-a-half feet tall. They have a thin, wiry build with disproportionally long arms and six-fingered hands. They range from off-white to a pale grey in complexion. Their elongated heads feature small ears. On each side of their nose, there are three eyes in a triangular formation. Instead of teeth, the mouth has two bony plates.

They are devoted to their complex pantheon of gods. Attempts to catalog their religion have proven fruitless by sages. The Examati believe that they are servants and masters of various other-worldly spirits. These spirits are invoked to generate magic that ranges from granting boons to demolishing cities. Each spell appears as a tear in extra-dimensional space with beings foul and fair emerging just long enough to create a specific magical effect. The effect of seeing an Examati spell cast is enough to shake even the most seasoned adventurer.

Outside of their own spirit-based magic, the Examati are distrustful of any other form of magic. In their minds, all other magic demonstrates an arrogance that someone would disturb this plane and the spirit plane without consulting the spirits themselves.

Under the protection of the Mellivora, the Examati has developed a large temple system that governs in all their cities. All Examati belong a one of fifty or sixty temple orders. Based on their membership and status with a temple, an individual Examati is entitled to certain rights such as land ownership, voting in councils, a domicile outside the temple complex, and the ability to keep servants.

Racial Abilities

Examati are experts at identifying angels or demons. All Examati have the skill Demonology at a level of 11, regardless of their character class. They also gain a +1 to hit bonus when using a hurled weapon like a javelin or sling. They begin with a move of 15. They suffer a -2 penalty when attempting to Hide in Shadows and or Moving Silently.

Class Abilities

In game terms, Examati gain a +1 to Wisdom and a -1 to Strength. They tend to be Priests of their own religion. Weapon restrictions are dependent upon their temple membership, though all Examati clerics favor some kind of missile weapon or javelin. Examati will never be Mages, though some will become Warriors (either Fighters or Monks). A few Examati become Thieves that specialize in Lockpicking, Sneak Attacks, Ventriloquism and Climbing

The Lakma

(thanks again to Stuart’s OSR Monk)

Examati that choose to become unarmed warriors or monks gain attacks as if they were weapon specialists. Using their long bodies for leverage, their kicks do 1d6 damage per attack. At first level, Lakma gain a -2 bonus to Armor Class and gain an additional -1 bonus on every odd level after that. At 9th level, the Lakma may cast the Examati Cleric spell Thanatic Strike (acts as Fireball spell cast at Lakma’s current level) once per day. At 11th level, they use their normal unarmed attacks at a range of thirty feet plus ten feet for every level above the 11th.

Next time, the Mellivora

May 1, 2011

Spin On a Random Generator

by John Payne — Categories: Electrum Pieces — Tags: Comments Off

From Seventh Sanctum’s Fantasy Race Generator:

The race of gnomes. They are black-haired and have dark-colored eyes. They are extremely intelligent. The only kind of magic they can do is sound magic. They worship a single god who works via assorted servants and messengers. They believe the powers that be are generally distant and uninvolved in their lives. Their government is a representative democracy that is extremely corrupt. They exist as servants to another race.

The race of halflings. They are gray-haired. Their magical practices tend to focus on fungus magic. They exist as servants to another race.

The race of Gremlins. Their magical practices tend to focus on light magic. They seek enlightenment. They control a swampy country that has been devastated by war.

The race of Giants. They have an affinity for tunnels. They are noted for their treasure-vaults. Their emotions are hard to understand for others. They barely control an underground city-state that bears a terrible curse.

The race of Nymphs. They are well-known for their black market. They worship a single abstract deity who works with a host of created sub-deities that are also worshiped – this deity in turn has a nemesis responsible for evil in the world. They believe the powers that be are intimately involved in their lives. Their government is functional. They completely control a subterranean empire. The gods that created them in turn abandoned them.

**************

The gnomes as sound magic is interesting to me. I imagine a trade language to be developed that uses sign language in order to avoid deception of the gnome race. I also imagine an entire school of magic around the modification of sound and acoustics (spells like louder, illusionary sound, modulate sound, changing timbre (like male to female voice, human to elven voice, lute to piano, etc.)

I also like fungus magic – I imagine them controlling a host of golem type creatures made of mushrooms.

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