So, after much ado and playtesting, here is our revisited and revised “Cleric 2.0” for Freebooters on the Frontier.

So, after much ado and playtesting, here is our revisited and revised “Cleric 2.0” for Freebooters on the Frontier.

So, after much ado and playtesting, here is our revisited and revised “Cleric 2.0” for Freebooters on the Frontier.

DISCIPLE (Remains unchanged, though we use my longer lists for Domain and Tenet)

PRAYER

Whenever and wherever you voice a request for the favor of your Deity, roll+WIS:

+ Gain 1d4 Favor.

= Gain 1 Favor.

— Mark XP. You are unable to Pray again until you perform a Ritual or Offering to gain Favor.

The maximum Favor you may hold at once is equal to your level +WIS, plus any Favor granted by items.

RITUAL

When you take the time to commune with your deity by performing a ritual of your faith, restore Favor to full. A Ritual must be performed without distraction or disturbance when you when you Make Camp or Recover.

OFFERING

When you make an appropriate offering to your deity, ask the GM how much favor you gain. 1 favor is roughly equivalent to your current level x10 in silver coins, or your current level x2 in HP. Offerings must be tithed, ritually destroyed, or given away according to the teachings of your faith.

INVOCATION

When you invoke the name of your Deity to empower, protect, hinder or afflict someone or something, explain how this represents the will of your deity and roll+WIS.

+ Hold 3.

= Hold 1.

— Lose 1 Favor. If you had none to lose, roll a Test of Faith.

Choose one from the list below and spend your hold 1-for-1 to:

o Grant +1 ongoing (Hold=Duration).

o Grant +1 armor, load, favor, mettle, cunning, spell power, etc. to

anyone/anything you touch. (Hold=Duration).

o Grant +1 to the damage inflicted by any weapon you touch. (Hold=Duration).

o Heal HP or ability damage in any creature you can touch. (Hold=Points healed).

o Deal touch damage to creatures whose alignment is opposite yours. (Hold=Points inflicted).

o Inflict a curse or condition. (Hold=Duration).

You may permanently burn 1 Wisdom to make a curse permanent.

* A cleric who attempts to touch an unwilling subject must Make a Saving Throw or Fight to do so. Failing the touch counts as spending one Hold. Beings that cannot be touched physically may still be touched spiritually. The cleric is not protected from harm caused by touching fire, acid, etc.

* Once the effect of an invocation takes place, any unspent hold is immediately lost.

* A cleric may maintain one ongoing Invocation effect per two levels of experience.

New Marketplace items:

Temple Incense: 10SP +1 forward to Pray. 3 Uses. Slow.

Prayer Symbol: 500 sp +1 ongoing to Pray.

So, last night, Kathug, priest of Thalangul, “fell from grace” and has been stripped of all Cleric moves until he…

So, last night, Kathug, priest of Thalangul, “fell from grace” and has been stripped of all Cleric moves until he…

So, last night, Kathug, priest of Thalangul, “fell from grace” and has been stripped of all Cleric moves until he proves himself worthy. What are your ideas on how Kathug might regain favor in the eyes of his deity? Here’s some background….

1. Thalangul is a god of “laughing chaos” whose worship prevents plague. His symbol is the toad.

2. While exploring a dungeon, the cleric Kathug successfully called upon Thalangul (throwing in ALL of his remaining Favor) to bless his weapon so it could deal damage to the incorporeal foe.

3. Soon after, Kathug failed miserably while asking his god for additional favor. (We use the 2d6 table for TEST OF FAITH, so this was in fact “snake eyes” on test of faith. Ugh!)

4. Kathug and his comrades fled the wraith. It was later destroyed by the “ghostly guardians” summoned through the statue of an ancient dwarf lord.

5. A city-state, days away, has a temple of Thalangul. The nearest town has a shrine to Thalangul. A nearby village is afflicted with plague.

So… what’s a fallen cleric to do?

What would you do for unarmed combat damage in FotF? I’d like to take +STR into account somehow…

What would you do for unarmed combat damage in FotF? I’d like to take +STR into account somehow…

What would you do for unarmed combat damage in FotF? I’d like to take +STR into account somehow…

I took a break from writing about Mistmarch for a bit because we got rather busy at work finishing and releasing the…

I took a break from writing about Mistmarch for a bit because we got rather busy at work finishing and releasing the…

I took a break from writing about Mistmarch for a bit because we got rather busy at work finishing and releasing the Zubmariner expansion to our Sunless Sea game. But! Now it is done, and I’m back to noodling at dark fantasy Freebooters. Here the first half of the almanac for Col Fen, one of the starter areas:

COL FEN

Then: A secluded garden-land of rose-bowers and orchards, ruled by three giant-brothers who guarded a well which allowed communion with the dead. The brothers were sworn never to drink from it themselves, but instead judged the appeals of this visitors who longed for one last moment with someone they had lost.

Now: A soggy, haunted fen. Pallid roses crawl across the pools. Knobbled trees jut from the waters. Its last handful of inhabitants offer sacrifices to the two giants that contest its dank pools.

Details

– Skeletal trees, strangled by thorns and livid white roses

– Brown waters, still and quiet

– Pallid roses lying on the waters

– Ghostly mist, thin as a funeral shroud

– Statues with cat, crow or moth heads jutting from the pools

– Wicker pathways, muddy with small footprints

– Blue candle flames winding between the trees

– An abandoned hut, sinking in the marsh

– SPRING: bright yellow flowers studding the roots

– SUMMER: coils of steam rising from the water

– AUTUMN: a damp wind, smelling of mulch

– WINTER: a crust of ice on the pools

A Briar-Pool

Many of the deep, gloomy marsh-pools are clogged with drowned briars. Climbing out requires Defying Danger. Common risks include loss of and damage to belongings, or 1d4 damage from the thorns.

Fen-Toads

Knobbly toads the size of a haycart, that entangle prey with their long, sticky tongues. They use the marsh to their advantage, lurking in pools to complicate attacks and dragging victims into the waters.

Group, Large

Damage: Bite 1d8+1 (hand); Tongue 0 (near, entangle)

HP: 10 Armour: 1 (warty hide)

Special qualities: Long, sticky tongue; camouflage.

Instinct: to ambush unwary prey

– Lurk in a deep pool, and strike at someone injured or lagging behind

– Drag a victim stuck by its tongue into its mouth, then bite

– Perform a spasmodic leap to escape or crush

The Company of the Dead

If you look too deeply into the waters of Col Fen, you may the spirits of the dead. The GM will ask who see, and what unfinished business they have with you.

A saying: “The dead don’t speak”: Their voices are forbidden to them. They can gesture, nod, weep. Some exert power over beasts, using their cries and behaviour to convey messages. Others (or, on their behalf, necromancers) find ways to steal a living voice, through possession or sorcery (typically, this involves nailing a severed tongue to something).

The spirits are restricted to the mire’s waters. But should you enter one of the pools, they can touch you. Their hands are cold and slight; it would take a half-dozen of them to overwhelm a living person.

Willowicks

Flickering blue candle-flames, glimpsed between the trees. Spiteful spirits that lure travellers to their deaths in the fen. It is not widely known that willowicks are the jealous spirits of those the Fenfolk have drowned in their rites.

Willowicks can possess other spirits by roosting in their throats. As long as they keep their new mouths closed, no one will see their telltale blue radiance.

If you see the willowicks dance, roll +WIS. On a 10+ you resist their lure, and are your own master. On a 7-9 you may resist the lure by exerting your will; take 1d3 Wis damage. On a 6-, you are enthralled and follow them into the mire, dreaming of being bound and sunk under the waters. The GM will tell you when and where you recover your senses. Mark XP.

As spirits, they can be driven away or bound with appropriate magics. They fear the Fen’s giants, and will flee if one draws near. Willowicks are lulled by music, particularly the songs the Fenfolk sing when offering bodies to the marsh.

The Fen-folk

The folk that dwell in Col Fen are pale, slight, dark-haired and wary. Their homes are stilted wicker-huts, jutting from the marsh. Hunters and fishers, they also peddle rose-milk coaxed from the marsh’s briars. They have no villages, but live as scattered families tangled in a web of alliances and feuds.

To avoid the predations of the fen’s two giants the Fenfolk offer them tributes of food – specifically human victims, bound and drowned in the mire to marinade in the noxious waters. Sometimes one Fenfolk family will bribe a giant to attack another family, or to drive off intruders. To this end, the Fenfolk always keep an eye open for potential sacrifices. Though unlikely to attack an armed, organised party, they are quite prepared to pick off stragglers, or offer a trade of food or rose-milk for an obviously ailing companion.

When you encounter Fenfolk, roll on the following table:

1. An eel-fisher, with or without her retriever-cat, fleeing from pursuit

2. An injured rose-milker, dying in the mud

3. A bent old wickerweaver, mending an ancient path

4. A curious child, following the party at a distance

5. A candlelit procession bearing a wriggling, wrapped victim to be buried in the bog

6. A pair of crow-hunters with a brace of black birds

+Maezar has been diving deep into FotF and particularly his post on duration has inspired me to enquirer further…

+Maezar has been diving deep into FotF and particularly his post on duration has inspired me to enquirer further…

+Maezar has been diving deep into FotF and particularly his post on duration has inspired me to enquirer further about experiences with the magic user.

From a GM/DM and rule-tinkerer perspective, the point-based spell construction in FotF is a thing of beauty. I love it in theory. In practice, on-the-fly spell construction and assignment of points has caused combat, especially, to grind to a halt and the non-MU players to groan with frustration.

To facilitate the process, we’ve often ended up with a static set of “sub-spells” which have particular flavours and point costs. To which I say “did we just build a traditional spell book in the middle of play instead of during character creation?”

What difficulties have (or have not) others run into with this elegant and rich spell casting opportunity?

In thinking about monster scaling, I wanted to get my head around hit point progression for players so I made this…

In thinking about monster scaling, I wanted to get my head around hit point progression for players so I made this…

In thinking about monster scaling, I wanted to get my head around hit point progression for players so I made this chart. It’s based on a party of four: Cleric, Fighter, Mage and Thief. (The spreadsheet can be re-configured with up to eight characters of any class.)

Something I’ve been looking at lately as I work on my “Old School Magic Items” project for Freebooters on the…

Something I’ve been looking at lately as I work on my “Old School Magic Items” project for Freebooters on the…

Something I’ve been looking at lately as I work on my “Old School Magic Items” project for Freebooters on the Frontier.

Originally shared by Maezar

Here’s a nifty visualization of how modifiers, bonuses or penalties affect your chances for success and failure in Dungeon World and other 2d6 PBTA games.

Consider this a public service announcement reminding you to NOT let your OSR gaming instincts anywhere near these games. Look at the differences between any two columns and you’ll see “there’s no such thing as a +1 sword” (because even if you created one, it’s effects on the math are greater than you would expect if your grandad’s d20 game set your expectations.

The objects of the Cleric’s BLESS move are explicitly singular: “someone or something.”

The objects of the Cleric’s BLESS move are explicitly singular: “someone or something.”

The objects of the Cleric’s BLESS move are explicitly singular: “someone or something.”

After my DURATION tweak for the Mage, I’ve begun exploring how to let clerics to spend Favor to bestow a blessing or inflict a curse that lasts longer and/or affects more than one person or object:

When you call upon your Deity to empower, protect, hinder, or afflict someone or something, explain how this divine intervention is pursuant to your faith and roll+PRI:

(+) The effect is granted and has duration 3.

(=) The effect is granted and has duration 1.

Before you roll, you may spend favor 1-for-1 to add Duration or Recipients of the blessing or curse. Any Favor spent on additional Duration or Recipients is regained only when the blessing or curse ends. You may permanently burn 1 point

of your Prime Ability to make a curse permanent.

I’m digging deep into the Magic-User lately, as I’ve finally got some Mage players reaching mid levels.

I’m digging deep into the Magic-User lately, as I’ve finally got some Mage players reaching mid levels.

I’m digging deep into the Magic-User lately, as I’ve finally got some Mage players reaching mid levels. Last week we talked about Duration effects, and how after I found they were being exploited as shields. I’ve since begun ruling that when a duration effect expires, a soft move is also triggered.

I’m now thinking about structurally limiting the total number of Duration effects that a Mage can upkeep simultaneously.

My first idea is that when a Mage spends Spell Power on DURATION, those points assigned to Duration are temporarily removed from the Casting Power available to other spells. If the Mage wants to reclaim those points for other use, the duration spell must end. You can reclaim some, all, or none of the existing Duration spells you have in play as you begin to cast another spell.

A second idea is that the number of Duration effects that can be kept up simultaneously might be determined by the Intelligence and Level of the caster using the formula CASTING POWER divided by three.

In any case, I’m quite sure I’m going to restrict the number of DURATION Spells that a Mage can maintain.

I feel like my home-brew game is delightfully turning into “AFoftF”. LOL. Jason Lutes you have truly unleashed a monster of a game.