Friday, July 10, 2015

Tuesday, June 30, 2015

Monster preview: The Kasha (Fire Cat)


Kasha (Fire Cat)
No. Appearing:
1 (1)
Alignment:
Chaotic
Movement:
120' (40') / 90’ (30’) cat form
Armor Class:
2
Hit Dice:
6
Attacks:
2 + special
Damage:
2d6 + special
Save:
Shugenja 6
Morale:
10
Hoard Class:
XXI
XP
675



Kasha are shape-changing humanoid cats. They can appear as normal cats, and easily blend in towns and cities. In monster form they appear as large (7’ tall) humanoid cats, with long sharp claws. They eat fresh human corpses and tend to hang around cemeteries and burial mounds.

They have have spell casting abilities as follows:
1st level spells (can cast all 3 or any multiple of 3 per day): charm person, magic missile, sleep.
2nd level spells (can cast both, or one twice per day): levitate, mirror image.
3rd level spells (can cast one of following per day): lightning bolt, fireball

Kasha make their lairs in abandoned houses, ruins, or even old burial mounds.

Tuesday, June 23, 2015

Banishing spirits in Ruins & Ronin

So yesterday while waiting on our new air conditioner / furnace to be installed, I stumbled upon the Akira Kurosawa movie "The Men Who Tread on the Tiger's Tail" on hulu plus. It is only an hour long, and based on a kabuki (and noh) play, it is brilliant. Sure there is no action and no deaths, but I loved it, and it has the best representation of Banishing Spirits (turn undead) for Ruins & Ronin...

The plot has a group of nobles playing the part of itinerant priests trying to get past a roadblock, and the one monk in the group takes the part of the head priest and delivers this line of dialogue to the Samurai guarding the road when asked to explain why they are dressed oddly and carry swords...

“We banish them with the Nine-Syllable Mantra”

“The Nine-Syllable Mantra consists of: Rin, Pyo, To, Sha, Kai, Jin, Retsu, Zai, Zen… When one chants this mantra, one stands reverently, and clenches one’s teeth 36 times, then with one’s right thumb one draws four vertical lines and five horizontal ones and then shouts “OBEY FORTHWITH!” All manner of devils, apparitions, and heathens will immediately be delivered from evil.”


More information about this movie can be found here and here, it is definitely worth watching.

Sunday, June 21, 2015

Empire of the Eternal Sun Map

I have completed the map for my Ruins & Ronin setting, well except for rivers and settlements.


Saturday, June 20, 2015

A map

Our AC went out at our home so we are staying with my parents until  Monday, which has disrupted our normal routines. But I did bring my new map pad with me and found a set of blue FaberCastell pitt pens and decided to create a map for my Ruins & Ronin setting that I hope to use in future play tests on Google Plus.

This is the island chains known as the Empire of the Eternal Sun, which lies to the north-east of the mystic land of Mu.


Wednesday, June 17, 2015

Character Class Preview: The Shugenja

SHUGENJA
Requirements:   INT 9
Prime Requisite: INT
Hit Dice: 1d4
Maximum Level:   None
Shugenja are sorcerers and wizards, living their life away from society. They live as hermits in the wild, studying their arcane arts, and purifying their body and mind in the ways of magic.  

Shugenja are unable to wear any armor, or use most weapons. They are allowed to use daggers (tanto and uchine), and all staves (bo and jo).
Special Abilities
Spell Casting: Shugenja are able to cast a number of spells each day as shown in the advancement table.  These spells are written in their many scrolls and books, and must be memorized each day in order to cast. The spells disappear from memory when cast, so each morning the Shugenja must memorize the days spells all over again.


Spells Known: To determine the amount of spells that can be learned by a Shugenja, roll on the following table.  Check only the spells of the level that the Shugenja is eligible to learn (for example a 2nd level Shungeja would roll for new 2nd level spells).


Shugenja Intelligence Adjustments
INT ScoreChance to KnowMinimum #Maximum #
940%57
10 to 1245%68
13 to 1455%79
15 to 1665%811
1775%914
18+85%1016

Table Explanations:
Chance to Know: This is the percentage chance to know a spell, when creating your Shugenja check each 1st level spell individually (in any order desired). If the result is equal to or less than the “Chance to Know” then the character is able to learn and cast that spell (this does not mean that the spell is immediately available for the Shugenja’s spell-book however). The spell caster must still find the spell and learn it (or copy it from another spell-book).


As the Shugenja gains in level and is able to cast higher level spells, he must again roll to find which spells he is able to learn. The order to check is left to the player, allowing him to check for the spells most desired first.


Minimum #: This is the lowest number that a Shugenja can learn for the given level, if after one attempt to know spells, this number is not met, another pass is allowed for those spells not yet known. No spell can be checked again before all spells have been checked.


Maximum #: This is the uppermost limit of spells that a Shugenja can know for each level. As soon as this level is reached, no other spells can be learned for the given level.

Attract Students: Upon reaching 9th level, a Shugenja will attract a group of 1d6 students (1st level Shugenja) that will wish to learn under their new master. They will stay in service to the Shugenja until they reach ½ the level of their teacher. Once a student reaches their mid-level, they will be replaced by a new student (1st level).

Shugenja Advancement Table
Experience
Level
Hit Die (d4)
Spells / Level
12345678910
-112---------
2,5252221--------
5,05033321-------
10,100443221------
20,2005543221-----
40,40066433221----
80,800774433221--
161,6008854433221--
323,20099544433221-
646,400109+26544433221

Character Class Preview: The Half-Ogre

HALF OGRE
Requirements:   STR 15, CON 9

Prime Requisite: CON
Hit Dice: 1d10
Maximum Level:   6th
Half Ogres are the offspring of human women that have been ravaged by repulsive Oni (Ogres). Large, brutish hulks that are shunned by most, they lead a lonely life. Many seek a life of adventure, seeking comrades who welcome their brute strength and ability to cause harm to their foes.

Half-Ogres stand close to seven feet tall, and have immense strength. To determine your character’s size, roll 2d6 and add it to 78. The total is your height in inches (between 6’6” to 7’5”).

Half-Ogres are able to use all weapons (except for bows) and can wear any armor. Although armor cost is doubled due to their immense size.

Special Abilities
Brute Strength:  Half-Ogres have supernatural strength, as such they add 2 points of damage for each strength point above 14 to any melee attack (or unarmed combat) when they roll for damage (in addition to the STR table). So, for example, a Half-Ogre with a STR score of 16 would add 4 points of damage to any melee attack (in addition to the STR score). In addition, they are able to break down doors on any 1d6 roll of 2 or better (failing only with a result of 1), regardless of their STR score.


Intimidation: A Half-Ogre is fearsome to behold to most folks, any 0 level human and 1 HD monster (not animals or spirits) must make a save vs. Petrify/Paralyze or they will quake in fear or flee (as determined by the GM). If a Half-Ogre wishes to amplify this, they can bare their teeth and stare down their targets to provide a -2 to their save. (This amplification can only be done once per day per level of the Half-Ogre).

Infravision: Half-Ogres are able to see up to 60’ in the dark.

Half-Ogre Advancement Table
ExperienceLevelHit Die (d10)
-12
2,25023
4,50034
9,00045
18,00056
36,00067