Showing posts with label Ortix campaign. Show all posts
Showing posts with label Ortix campaign. Show all posts

Friday, November 6, 2015

The Ortix alphabetical index?

Clicky!

I have several pages of notes about the world of Ortix - the races, magic, places etc. Not much stuff so far but I have much more sitting inside my head ;) And due to the vast diversity of the things created so far and the things yet to come, I wonder if it will be a good idea to release it as an alphabetical index, some kind of encyclopedia?

Of course, the game book will be big one. And of course, it will grow bigger and bigger. And I think that it will be easier to add new stuff to alphabetical index than constantly re-formatting the text to add things to particular chapters.

Second idea is - alphabetical order but still divided in some major chapters, such as places, creatures, magic and so on.

Tell me what do you think about it.

Wednesday, November 4, 2015

Diamond Diceless - explanation of the traits


Few posts ago I posted the one-page screenshot of the Diamond Diceless mechanics. At the bottom of the image, there was a list of traits which can be bought for the character creation points. Here is the explanation of all of them.

ALCHEMY can be used to craft potions, medicine and - if advanced laboratory is available - to transmute one substance to another. Even simple equipment is required to use this trait. Works well with: Herbalism, Medic, Natural Magic, Ritual Magic.

ARTISTRY - ability to create art: sculptures, paintings, drawings and even writing poems, singing and dancing. Works well with: Magical Talent.

CATACLYSM LORE is knowledge about the Cataclysm which devastated the world in the past. Also some stories, rumors and legends about the time before the catastrophe. Works well with: Spirit-bound.

HERBALISM is lore about plants and fungi that can be used as medicine and poisons. Works well with: Alchemy, Medic, Natural Magic, Survival.

HIGH MAGIC is ability to control the flow of magic for subtle and/or sustainable effects. Less devastating than Low Magic, still it requires years of training and almost superhuman focus skills to avoid catastrophic eruption of pure energy. Works well with: Magical Talent, Sense Magic.

LOW MAGIC - most raw and powerful method of channeling the magical energy. Manifestations of Low Magic are simple, almost instant and often very devastating. Very dangerous for anyone whose Power is not on very high levels. Works well with: Sense Magic.

MAGICAL TALENT makes using magic considerably easier. It doesn't necessarily mean that magical effects will be more powerful but preparations for creating and casting the spell will be shorter. Works well with: High Magic, Low Magic, Natural Magic, Ritual Magic.

MEDIC can be used to bind wounds, heal diseases and fix almost all problems with one's health. More complicated actions will require usage of special equipment. Works well with: Herbalism, Survival.

NATURAL MAGIC is form of magic involving contact with spirits of the ancestors, natural or supernatural beings and drawing the energy from the elements. Requires iron discipline and strong will to succeed. Also, remember that this form of magic often relies on some kind of pact between the shaman and the entity he summons. Works well with: Herbalism, Magical Talent, Spirit-bound.

REGENERATION. Some creatures are able to heal wounds much faster than others, some are even able to regrow lost limbs, although the regeneration process can last for months.

RITUAL MAGIC covers all kinds of magical effects that can be achieved by performing a ritual. Safest way to achieve powerful results but often requires lots of time and efforts. Some rituals allow to contain the spell in the magical wand, ring or scroll. However, creation of such spell containers can be complicated and expensive. Works well with: Artistry, Magical Talent.

SENSE MAGIC is the ability to feel the flow of magic and presence of the magical beings (or even entities not belonging to this world).

SENSE POWER - allows to determine the values of the Power stat. Note: GM should give the brief but somewhat accurate descriptions instead of exact numbers (eg. "this Korri is pretty inexperienced and weak" or "aura of near-omnipotence is emanating from the creature").

SPIRIT-BOUND is an mystical bond between the character and the spirits of nature - and of the dead. Allows to contact the spirits during the meditation, trance or - sometimes against one's will - during the sleep. Works well with: Artistry, Natural Magic, Sense Magic.

SURVIVAL is a set of skills allowing to survive (and live) in the wild. Allows to gather food, set simple traps, build shelter and set fire.

WARFARE - ability to plan and command large-scale battles, sieges and military operations. Works well with: Weapon Mastery (can be used to build siege weapons).

WEAPON MASTERY. Many weapons are too sophisticated to be used by untrained fighters. Characters with this trait have knowledge to use almost all kinds of weapons created by mankind (and sometimes even armament designed and used by other races). Works well with: Warfare (can be used to train others).

Sunday, October 11, 2015

Diamond Diceless on one sheet!


Nothing really new since I mentioned this mechanics for the first (and only) time, except some additional traits. Still, I do believe it should work! I hope that I'll test it soon.

Most likely I'll add some additional information in the future but right now I'm not sure what else can be done. Traits are pretty obvious but the interpretation of exact functions of things such as Low Magic, High Magic or Spirit-bound is up to you. Of course I have my own vision of these things but I'll explain it a bit later ;)

Full-size preview is required :)

Friday, August 29, 2014

World of Ortix - How Will It Look Like


Here are more ideas about the Ortix campaign I want to start. As I mentioned before, I don't know when I will be able to start running it but it doesn't mean that there will be no info about it here, on the blog. And this post is mostly about the stuff I want to post.
  • Don't expect any hex maps. I don't like them in my games. I like others' hex maps, I like reading the keys but I dislike using them. I prefer the hand-drawn maps with brief descriptions and without any clear scale. Aos/Gib is the absolute master for me.
  • I guess I will use my diceless game mechanics (Diamond), unless I manage to create something unique. I must admit that I am really, really tempted to create the rules system based on Encounter Critical. Also...
  • ...as I mentioned before, I won't use lots of magic. This may render Diamond Diceless useless, as - like in the original game which was an inspiration for me - it should work with games with strong magical / supernatural background and - due to the nature of the special abilities - it may fail in the low-magic settings.
U want to play gorn? Want u?
  • I'm still not sure about the races. I guess there will be some humans, maybe some kind of reptilians (or other, gorn-like fuckers) but I need more. And currently, apart from the ancient replicants, I have no other ideas.
  • Classless. PCs are just adventurers. But not classless D&D/clones, just something different.
  • Outer reaches of some kind of kingdom of mankind will be the place. Just at the border of the Unknown, unmapped and mostly unnamed world. I know I should focus on this part of the game but right now I just can't! I need at least some background stories, some names and at least one sketch of the map.