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Over a year ago, I posted about Clerics and a mystery metal that provided back story for why Clerics were different from wizards. Now that I'm working on material for a zine and for a possible game in October, I wanted to refine the idea a bit to better fit within Swords & Wizardry.

Here is the standard Cleric in one of my campaign worlds. Other clerics have different power and spellcasting abilities, but this is the base upon which all others define themselves.

History

According to Elven scholars, the Canavari priests were one of first religious orders of mankind. The traditions of these priests have been maintained through thousands of years.  When humans have faced their greatest threats, it has been the Canavari that lead the battle.

One of the earliest threats was a creature believed to be harmless. As humans learned to work metal, these creatures proved dangerous. The threat was not due to the loss of life, but due to the loss of cities. A monster that consumed gold and iron, threatened to destroy almost all of human technology. Men had worked hard to leave behind their stone weapons and crude dwellings. They began to make clay pots, bronze implements, and even metal weapons.

When the creatures they called the Chumam-La appeared in the thousands, men looked to Canavari to implore the gods for help. The gods responded by choosing a handful of select craftsmen to learn how to make godstone, the first divine gift to mankind.

Godstone could not be devoured by the chumam-la, allowing the priests and their armed men to destroy this feared creature.

Godstone cannot hold a sharp edge, but it is a dense material with a faint grey-blue sheen. Godstone cannot rust and it is hard to destroy. All Canavari use sling bullets, chain armor, clubs, and blunt wedges made from the divine substance. Although the armor, clubs, and wedges are sacred weapons, the priests will sell sling bullets to outsiders.

The next great threat came with the learning of magic. Mankind is drawn to the few arts of elves, so naturally, a few men sought to use magic to dominate his fellow man. Tyrants arose that wielded eldrtich forces that they could barely understand, much less contain. The ground and sky recoiled. Men and their allies were subjugated. Non-humans, even the mighty elves, were nearly eliminated from existence.

Though slow to answer, the gods granted another boon to the Canavari, the gift of magic. This divine magic worked to help the weak and bring justice to the oppressors of men. With divine protection and containment, the Canavari drove back the forces of evil and saved the world.

This is why even the agnostic elves give respect to the Canavari. The elves began to teach the old ways of magic publicly. With their help, the earth and sky were healed. Civilizations were rebuilt from the ruins bringing a time of prosperity.

It did not last. Once again determined to pervert the magical arts, evil men learned to animate the bodies of the dead to serve in vast armies. As the undead armies marched on city after city, their ranks swelled with victims reborn to serve a new masters.

Again invoking the gods, the Canavari were provided with the Symbol of the Wolf. This sacred symbol, when presented to undead creatures would break the control of evil wizards and cause them to flee from the presence of the holy symbol.

Lines of Canavari priests turned away the armies and freed the undead to return to their eternal sleep. The Canavari consider all wizards as vile heretics, yet they had saved mankind once again standing with the elves and other allies of man.

These ancient priests are dedicated to their traditions and gifts from the gods. They seek to protect manking and their allies from threats large and small. They know that when the world plunges into darkness, they will stand with the forces of light and fight.

Game Data

The Canavari are played as a Cleric as written in Swords & Wizardry with very small changes. Slings are allowed and godstone sling bullets do 1d6 damage. Due to their weight, it is rare for anyone to carry more than four of these sling bullets at any time. Most of the time, Canavari use them as valuable items to barter or gift to others. Canavari can also use blunt hand-axe type weapons they call "wedges". They do 1d6 damage.

Chainmail made from godstone provides the same protection as plate mail as well as having the same effect on encumbrance.

There are no Chaotic Canavari. All of them are Lawful.

Place in a Campaign World

Canavari are the standard warrior-priests found in D&D and D&D-like games. Since my worlds often have a range of cleric choices, this is the choice for those that want to "just be a Cleric". Other cleric types have different turning abilities and various type of magic available.

They scorn all arcane magic as evil. They will begrudgingly tolerate Lawful wizards, but actively avoid speaking with them. The referee may choose to play this up if a Wizard and a Canavari find themselves in the same party.

Not a Secret Project

I am always working on a new project, especially when a previous one fails. This time, I am mostly taking the advice of Kevin Crawford of actually writing all the text before before attempting to publish anything. (I'm in the editing phase of the current project.)

Some time ago, I mentioned the OSR Tinkerer's Toolkit and making a quarterly zine called Odd Duck. The idea is that I am testing the toolkit to come out with a different game based on the toolkit. One new game or setting will be in every issue of Odd Duck.

The rest of the pdf will have pieces of the Toolkit in smaller articles. This includes things like mini-encounters, new monsters, new magic items, spells, playable races, magic systems, and a place to discuss a particular mechanic.

For example, in issue one, the theme is Armor. There will be an encounter with naturally armored creatures. (The answer to the encounter will not be kill them all, although that is certainly one option.) There will be two new armored creatures detailed in a monster article. There will be a demonstration of using the Alternate Combat Sequence Method No. 3 that is more visual than number-crunching. Another article details the use of spidersilk and integrating spidersilk workers into a setting. Of course, there will be spells and magic items mixed in as well.

The game for issue one will be my final version of Lorica, a large vehicle game inspired by Battletech, Centurion Legion, and various mecha.

In writing the text, Lorica has changed from the various posts here. Nanites play a big roll in the repair, management, and manufacture of various machines. There are still lots of different kinds of weapons, each with their own advantages and disadvantages. The system to create your own machines is still largely the same. I won't include the 50 types of mecha I have already created in the issue, but I'll publish them here on the website.

The machines themselves are not the bulky metal-and-wires mecha I loved in all our games  of Battletech growing up. Instead, the huge machines are semi-intelligent artificial life forms. The internal structure is a type of supergel that distributes weapons damage efficiently throughout the mech while nanites effect regenerative repair. The outside will still feature ceramic outer armor. In many ways, the mech will be an extension of the pilots' own body.

By the way, it uses the alternate combat rules discussed in a separate article.

There's more to come. I recently recovered a lot of gaming journals and notes that I thought I had lost. This includes a setting I sketched out called Circles of the Nine Songs as well as various psionics systems, old dungeons, MSH characters, and NPCs galore. There is plenty to write about.

One other thing is that I use Microlite20 as part of the tinker's kit. M20 is great at prototyping and it is used for the limited testing I am able to do. All in all, I think I have finally embarked on a project that is doable and sustainable. As I said, the first issue is in editing. The second issue (which is about Magic) will be the best of the Magic Project I started in January. I won't have the spell building system (that utterly failed), but I will have article about using different mechanics for types of magic systems.

Okay, maybe there is a secret project coming. It has nothing to do with Odd Duck and it will not benefit me directly at all. All I'll say is that it has to do with M20, but I'll say nothing else. Unlike Odd Duck, I don't know if I will be able to do this project like I impicture it.

Anyway, the insanely busy season is passing for me. I haven't written anything in over two months and I am ready to go. Wish me luck!

Remixing D&D is Still D&D

Charles McEachern posted on his site some ideas for reworking D&D. The roll-under idea reminds me a lot of Searchers of the Unknown, so I wanted to see what all the ideas in one place would look like.

To make this easy, we'll start with my favorite D&D in miniature ruleset, Microlite 20 Legacy. If it looks like it works well, maybe we'll expand it out to my ruleset of choice, Swords & Wizardry.

Reworked M20

There are 3 stats : Strength (STR), Dexterity (DEX), and Mind (MIND). Roll 3d6 for all stats.

Per the original article, there are no stat bonuses. That means that rolling 4 dice and dropping the lowest makes feels too powerful. More on that in a moment.

There are just 4 skills : Physical, Subterfuge, Knowledge and Communication. For each skill, a player has ranks of advantage, disadvantage, or zero. Advantage allows the player to roll extra dice in their attempt to succeed at a task. Having advantage means you roll a number of extra dice and use the lowest result. Disadvantage also allows the player to roll extra dice, but this time the highest result is used. If a character has a skill of zero, no additional dice are rolled, the result of the lone die stands. There is a maximum of 5 dice of advantage.

For example, if a character's Skills are Physical 2A, Subterfuge 0, Knowledge 1D, Communication 1A. Any task that is Physical allows the player to roll two extra dice and have advantage. The lowest result of the three dice is used. However, any task that tests a character's Knowledge adds one extra dice to the roll, but the highest result is used. Any task that require Subterfuge adds no extra dice to the roll.

The GM chooses which stat applies to the character's chosen task. Climbing, for example, would provide extra dice per the Physical skill and require the player to successfully roll-under the STR stat. Finding Traps would use the Subterfuge skill to determine advantage or disadvantage and require a successful roll-under the MIND stat.

Since everything is resolved by roll-under stat, skills work differently. I thought about having a +1 represent an advantage of 1 extra die and -1 a disadvantage of one extra die, but that seems confusing to have -1 use the highest result of two dice. So, I made it 1A and 1D.

Note that there are no “saving throws” in this game; use the Physical skill rolling under STR for Fortitude saves and the Physical skill rolling under DEX for a Reflex saves. Saving against magic depends on the spell. The Communication skill rolls under the MIND stat for Charm or Enchanting type of spells. (This is the closest thing to a Will save.) The Physical skill rolls under the MIND stat for any kind of attack spell. The Subterfuge skill rolls under the MIND stat for any kind of detection spell. The Communication skill rolls under the MIND stat for any kind of Divination spell, including spells like ESP.

Saving Throws change the most from M20 because level cannot be used. The interesting thing, though, is that there is variation to the types of spells that affect characters more than others. More on that later.

The classes are Fighter, Rogue, Mage, and Cleric. Characters begin at Level 1.

Fighters wear any kind of armor and use shields. They start play with 1 die of advantage in the Physical skill.

Rogues can use light armor. They start play with 1 die of advantage in the Subterfuge skill.

Rogues have a special ability to perform a sneak attack. By using their Subterfuge skill to roll under their DEX stat, they have a chance to do extra damage. Their Subterfuge skill rank determines the number of extra dice used for an advantage to roll for damage.

Magi wear no armor. They can cast arcane spells, and they start play with 1 die of advantage in the Knowledge skill.

Clerics can wear light or medium armor. They cast divine spells. They start play with 1 die of advantage in the Communication skill.

Clerics have a special ability to Turn Undead. By using their Communication skill to roll under their Mind stat, they can make undead creatures run away and possibly destroy them on the spot. Their Subterfuge skill rank determines the number of extra dice used for an advantage with twelve-sided dice. If the result is greater than the undead creature's hit points, it is destroyed. This is counted for each undead within range. If the result is less than their current hit points, the undead creature will take damage if it does not flee.  A Cleric can use this ability a number of times a day equal to their level.

This gets tricky with Turning Undead. Normally the DC is the undead's hit points, but that doesn't work in this system. Using the workaround posted above, hit points will need to be lower for creatures overall. This could work well. After all, dragons in Dungeon World only have 16 hit points. It's all in Damage Reduction...

I was really happy with how the Sneak Attack worked. Thinking about how the Rogue uses Advantage to determine damage makes me think of how to change magic items. After all, without bonuses or penalties to rolls, there are no +1 swords, right? However, there can be 1A swords and 2A swords. There can even by 1D cursed swords.

Races

Humans choose one level of advantage to one skill.
Elves get +1 to their MIND stat
Dwarves get +1 to their STR stat
Halflings get +1 to their DEX stat

Since advantages stack, humans can get a real head start at 1st level.

Magic

Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below 1/2 their class level, rounded up. They have access to all arcane or divine spells in the spell list.

When Magi cast a spell, they use the Knowledge skill to roll under their MIND stat. Clerics use their Communication skill to roll under their MIND stat.

Successfully casting a spell of any kind costs a number of hit points equal to the level of the spell being cast.

How's that for a subtle change? Missing the roll on casting a spell costs nothing, successful spellcasting costs hit points. I did this because hit points are lower throughout the entire game. It may be worth generating a Mana Point system, but I'll look at that another time.

Now for Combat:

Hit Points =STR Stat. If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death.

Roll one d20 using the Physical stat for advantage or disadvantage. Initiative order is determined by lowest roll to highest. Everyone can do one thing each turn; move, attack, cast a spell, etc.

Melee attacks = Physical skill roll under STR stat
Missile attacks = Physical skill roll under DEX stat
Magic attacks = Knowledge skill roll under MIND stat for Magi, Communication skill roll under MIND stat for Clerics.

A successful combat roll does damage. Each weapon or spell has a die to roll for damage. The referee rolls the opponent's armor rating and the result is subtracted from the damage. Damage cannot be reduced to less than zero.

Fighters and Rogues can roll under the DEX stat if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take 1 level of disadvantage on all attack rolls that round.

If the total advantage on a melee or missile attack is 3 or more ranks a second attack can be made with 2 dice disadvantage applied. If the total advantage is 5 ranks, a third attack can be made with a 4 dice disadvantage.

For example, if the total bonus is 5 ranks of advantage, three attacks can be made. The first has 5 ranks of advantage, the second has 3 ranks of advantage and the third has 1 rank of advantage.

Whew! Now advancement.

Challenge Level is specific to the defeated monsters or the given CL for the trap, situation, etc. Add +1 to the CL for each doubling of the number of foes. For example, 1 kobold is CL 1, 2 kobolds is CL 2, 4 kobolds is CL3.

Add up the Challenge Levels of every encounter. When the total = 10* your current level, you've advanced to the next level. Reset the total to 0 after advancing.

Each level adds only one of the following:
+1d6 Hit Points
1 Rank of advantage
+1 to a stat

Clerics and Magi gain access to new spell levels at levels 3,5,7,9,etc.

Example: The 1st level adventurers have just completed a dungeon adventure, and defeated CL1 creatures, a CL2 trap and the CL3 leader. That's a total of 10 Challenge Levels, so they all advance to level 2. They need to defeat another 20 Challenge Levels to reach Level 3.

This gets hairy in places, but it still works. The PDF with Monsters on the next post.

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