Monday, March 31, 2014

Adventuring Beneath the Broken Moon

So, after beginning the wiki posted somewhere on the right column of this blog and intending to use/ refer to the same during actual play I have determined that what is actually needed is a Players Guide to Beneath the Broken Moon.  For one thing, I like actual books, even when they are pdf's.  For another, electronic devices have long been more of a distraction than an advantage for me at the table, and some of my players are just as bad if not worse than I am. 

So lifting from, adding to and changing what has been previously posted here and on the aforementioned wiki I'm about forty pages into what should come in under 100 pages once I include all of the spells. I have covered character generation and equipment and have about three levels worth of spells re-written for clerics and mages and I decided yesterday to start in on general adventuring rules.  I'm introducing some new wrinkles, for me at least, to rates of travel, rest and what I have designated forced and extended marches and will post these specifics below as a means of soliciting feedback from both players and observers.  If you know how to get ahold of me you can provide feedback privately if you'd prefer not to post a comment below.

What I would find most helpful are critiques specific to the proposed systems below and not more general explanations on how you would do it instead.  Thanks in advance.

To understand the below ideally you'd see the table where per round, per hour and per day movement rates are provided, but I can't get Stupid Blogger to take a paste from any of Word, Publisher or Adobe formats without a lot of reformatting so just undertsand this much:



Movement rates for hour and 8-hour travel day increments are also given below.  The hourly rate does not take into consideration any stops. The daily rate assumes a purposeful but not overly fatiguing average speed where consideration is given for stops taken to rest, eat, relieve oneself,  ascertain direction, adjust loads and other travel-related activities.  

A lightly encumbered human travels at 30' per round,  3 miles per hour and 18 miles per day
 

Forcing a March: To force a march, a character moves his full per-hour basis for an extended period of time. At the beginning of the second hour of such travel a CON check is made and those passing it can continue their full hourly movement. Those failing must stop or slow down to rest, in effect resuming their normal daily rate of movement. At the beginning of the 3rd hour, those who succeeded the CON check may attempt to keep their break-neck pace going by passing another CON check. Even individuals who failed a check may attempt to pick the pace back up after the 2nd hour, but all checks subsequent to a failure receive a –1 penalty on the roll for each preceding failure. Only unencumbered or lightly encumbered characters may force a march. Heavily encumbered characters are simply too weighed down to maintain such ambitious rates of travel.

Ex: Mortimer and Stanley each have a base movement of 30’/ 3 mph/ 18 mpd due to light encumbrance and are attempting to force a march. For the first hour of travel, each of them cover 3 miles without a problem. Before the 2nd hour begins each attempt and succeed a CON check, so their brisk pace can be maintained. At the end of the 2nd hour Mortimer and Stanley have travelled 6 total miles and choose to maintain their pace for another hour. Mortimer fails his check but Stanley succeeds, the latter opting to leave his companion behind in order to maintain pace. At the end of the third hour, Stanley has travelled 9 total miles while Mortimer only 8.25 miles. Stanley chooses yet again to maintain his pace and passes a CON check. Mortimer, wanting to catch up to his friend tries to resume the brisker pace but fails his CON check again, made with a –1 penalty to the roll. After four hours Stanley has covered a lot of ground at 13 miles while Mortimer has fallen further behind with only 10.5 miles traveled. Stanley can force another hour of marching with another successful CON check while Mortimer must make a CON check with a –2 penalty to achieve his companion’s swifter pace.

Extending a march: To extend a march, one simply uses the method above for forcing a march with the following changes. When attempting to extend a march, a CON check is required before the 1st extended hour is attempted. Characters who have already forced a march receive a –1 penalty for each hour of forced march on top of whatever penalties already exist for failed attempts, so that eight hours of forced march entails a –8 modifier to the CON roll. Failing to extend a march at any point results in the necessity to stop travel for the day and rest. Each hour of ex-tended march creates a cumulative penalty of –1. Characters may not extend a march beyond 12 hours in any given day.

Penalties for forcing and/ or extending a march: While the benefits of increased rates of travel are obvious, one must weigh the good with the bad when choosing to do so. Any character who has failed at least once when attempting to force or extend a march will suffer a –1 to all rolls until he has had 8 hours of adequate rest (see below). Any character who has not failed in extending or forcing a march but has marched further than his 8-hour movement rate for the day also suffers a –1 to all rolls until adequate rest can be had. Any character who has traveled further than his 8-hour movement rate for the day also suffers a point of damage for every increment equal to his hourly movement rate beyond his daily movement rate traveled (rounded down). Finally, characters do not heal naturally on days when they have forced or extended a march.

Ex: At the end of his travel day Stanley has managed to travel 30 miles through a combination of forced and extended marching. Stanley’s base movement is 3 miles hourly/ 18 miles per day. In addition to being –1 to all rolls and not being able to naturally heal until after his next 8 hour rest period, Stanley suffers 4 hit points of damage.

A character can only force or extend a number of hours equal to his CON score in a given day. Each hour spent in forced or extended march counts as double when deter-mining the required rest from travel. Characters do not heal naturally on days when they have forced or extended a march.


Jogging & Running

Characters may jog at 2x their movement rate for a number of minutes equal to their CON score x4 if lightly or unencumbered. Heavily encumbered characters may jog for 2x their movement rate equal to their CON score in rounds (6 seconds). Running characters move at between 2 and 4 times their movement rate and can sustain this for a number of rounds equal to their CON if lightly or unencumbered. Heavily encumbered characters may not run at all.

Rest and Healing

Characters must rest periodically both to recover their stamina expended in work and travel and to recover lost hit points. Characters must spend 8 hours per day at rest, including at least 6 hours of actual sleep or suffer a cumulative –1 to all rolls. This penalty is cumulative to any penalties incurred while forcing or extending a march. Characters who rest as per above also heal 1 hp unless they have been engaged in forcing or extending a march. A single period of adequate rest is sufficient to erase all cumulatively incurred penalties for a given day.

A full 24 hours of rest will heal a number of hit points equal to the character’s level. Additionally, a full day of rest is required for every 40 hours of marching or similar labor undertaken since the last such rest period. Please note as described above that hours spent in forced or extended marches count four double against this allotment. Once 40 such hours have been reached a cumulative –1 penalty to all rolls is incurred.
 



Sunday, February 23, 2014

28 Characters of Canton Del: Twenty-three, Master Khan

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.

Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
Master Khan, human male fighter (5th), caravansary owner
STR 14, INT 11, WIS 12, Dex  9, CON 10, CHA 14
HP: 20

Just beyond the Sarco River where the route between Denethix and Tar Frasco runs alongside Canton Del, there resides the famous Caravansary of the Shattered Moon.  The main building is very old but not Ancient and has served a variety of roles over the many recent centuries including fortress, guard house, museum of art, lotus den, monster lair, tenement and now hostelry serving the increasing trade and travel both within the Fecund Bay region and beyond.  Here gathered about a central, fortified courtyard can be found a well, an inn and tavern, stables, a bathhouse, a small shrine, a warehouse, a granary, stalls and bays and a variety of other chambers and services.  The tavern-room is a lively and popular locale where a motley assortment of travelers, merchants and entertainers can be found assembled on any given night.

Master Khan is the most recent proprietor of the inn and its associated travel services.  He came into its ownership having won the property in a game of chance from the former owner, who left the next morning for a sea-bound sailing ship.  Khan is a retired soldier turned adventurer and now business owner who even after five years presiding over the inn, still seems mildly bewildered at his good fortune.  Khan is a convivial and ever present fixture in the tavern, leaving much of the actual running of the caravansary to his wife Nisra and a variety of subordinates.  Khan is tall and broad and getting somewhat soft around the middle these days, but is still a strong and capable warrior.  He dresses in well-made but practical clothing adorned only by an Ancient amulet of curious design he reports to have plucked from the Underworld himself on some past adventure.  He is prone to deep, gut-shaking laughter and relishes strong drink and boisterous merrymaking.

Saturday, February 22, 2014

28 Characters of Canton Del: Twenty-two, The Philosopher

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.

Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
The Philosopher, human male wayfarer (7th), freelance prospector
STR 11, INT 11, WIS 12, Dex  14, CON 10, CHA 14
HP: 27

The city of Canton Del sits amidst a region of the Valley of the Ancients where the eponymous inhabitants once built and ultimately saw destroyed an extensive megalopolis.  The latter-day city and the nearby Field of Doors are therefore packed with literally hundreds of ruined sites of significance accessible to those with the gumption and ability to seek their treasures.  These are the prospectors of Beneath the Broken Moon.

The Philosopher is a suave and confident adventurer-sophisticate known throughout the city for his many successful expeditions beneath the city and its environs.  A renowned ladies man who rubs elbows with the city elite, The Philosopher is a dabbler in magic use, a student of Ancient history and philosophies who also happens to be a fair hand in a fight.  He has a flair for the dramatic and natural skills as a leader, which make membership within his expedition parties a coveted thing.  The Philosopher may pick and choose, therefore, from a wide array of willing specialists who accompany him on his delves.  Lady Kaja, the High Mistress of the Guild of Leonardo is a patron of his while Dolus of the Seven Articulations is a principal rival. 

Friday, February 21, 2014

28 Characters of Canton Del: Twenty-one, Grumman the Exterminator

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.

Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
Grumman, hominian female thief (3rd), exterminator
STR 10, INT 11, WIS 12 , Dex 12 , CON 10, CHA 13
HP:13

What the Guild of Exterminators lacks in prestige it makes up for in necessity.  Beneath Bartertown, the Sprawls and even the City Proper is the Undercity or Undertown.  It is the sprawling, interconnected remains of Ancient excavations and constructions (underground transportation tunnels, sewers, tombs, bunkers, storage facilities, temples, secret meeting places, cellars, etc...) that now exists as a sort of buffer zone between Canton Del and the true Underworld.  Within it dwell an assortment of undesirables including, of course, rats both giant and normal but also grunkies, morlocks, various species of aggressive insects and darker and more disturbing things.  It is not in the guild's charter to seek out and destroy all of these, but populations must be controlled and city food supplies and facilities must be protected.  Hence, the Guild of Exterminators exists as the only official body permitted unsupervised access to Undertown, where they mostly surveil and when necessary destroy or curtail would-be nuisance populations. 

Grumman is representative of the typical guild exterminator in that she is hominian (most are either this or mutie, uncommonly human and rarely simian or sectoid) and spends a substantial amount of time underground inspecting the under-workings of the city.  Her skin is paler than most of her kind, owing to her lack of exposure to sunlight, and despite her pronounced brow ridge has a pretty face and luxuriant raven-colored hair.  She is an affable sort, and while she cannot condone non-guild members accessing Undertown is known to be forthcoming with hypothetical exploration advice to those who are friendly with her.  She is relatively happy with her lot in life, proud of her guild status and her ambitions amount to serving the guild and perhaps falling in love some day.  

Thursday, February 20, 2014

28 Characters of Canton Del: Twenty, Dancardi Vedira

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.

Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
Dancardi Vedira, grey one male monk (3rd),  wandering would-be hero
STR 9, INT 8, WIS 15, Dex 13, CON 14, CHA 11
HP:13

The ascetic warrior Dancardi Vedira came to Canton Del some few years ago to seek his half-brother, Cay Nandine.  While desiring anonymity, his sense of social responsibility has often forced "Danny" to repeatedly come into the open to fight for what he calls "justice".  While he periodically leaves the city after such episodes, the search for his brother, a prospector last seen scavenging the Field of Doors,  seems to always bring him back.

Dancardi is tougher than most sectoids, but his thinking lacks the fluidity and refinement typical of his race.  He possesses telepathic powers but has trouble managing them and is prone to headaches and bouts of sun-sickness.  His single-mindedness and doggedness in pursuit of his brother are his more notable traits.  Other than these, the soft spoken monk is somewhat nondescript and quite capable of escaping notice when not stopping to try and correct what he perceives as unjust.

Wednesday, February 19, 2014

28 Characters of Canton Del: Nineteen, Lady Kaja

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.

Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
Lady Kaja, human female artificer (10th),  Professora and High Mistress of the Guild of Leonardo
STR 12, INT 16, WIS 11, Dex 14, CON 9, CHA 7
HP: 43

The Guild of Leonardo serves Canton Del and its elites by tending to the many Ancient and Arcane devices that defend the city and provide its inhabitants comfort and ease.  The force dome of the city proper, the iron sentinels that watch over the main gate,  the systems for running water, sewage disposal and transportation within the city proper and a host of other contrivances are all implemented and overseen by the guild.  Presiding over these is High Mistress Lady Kaja, Professora and Keeper of the Flame.

This current High Mistress is tall and broad, though feminine enough to not be considered manly.  Her homely face and almost negligent manner of dressing would have inhibited her greatly in city court life were it not for her sharp wit and natural talent as an artificer.  These combined with her high birth and ambition provided the means of reaching her current station, which is arguably one of the city's most powerful guild leaderships.  Under Kaja's stewardship, the Guild of Leonardo has been an efficient but often overlooked mechanism of the city's survival and prosperity.  Lacking somewhat the panache and political skills of her predecessors, though, she has so far underutilized the eminence of her position in effecting greater personal and organizational glory.  Quiet and thoughtful, the Lady is nonetheless a capable and ambitious administrator not to be taken lightly by would-be rivals. 

Tuesday, February 18, 2014

28 Characters of Canton Del: Eighteen, Wesson Galbretti the Gunsmith

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.


Wesson Galbretti, simian male artisan (0th),  gunsmith
STR 13, INT 10, WIS 11, Dex 12, CON 13, CHA 11
HP: 5

Wesson Galbretti, or Wes to his friends and regular patrons, is a gunsmith of exceeding skill whose sought after handiwork keep the difficult and temperamental artist well supplied with coin.  It is known, for instance, that the famous gunslinger Ruby Redgrave will only allow Wes to work upon her guns.  Additionally, he is the darling of Canton Del elites and a sought after resource to seasoned adventurers, prospectors and assorted other freelancers.  Wes's services include typical gun maintenance on those weapons he has designed as well as custom work and acid etching flourishes which he personally attends to.  These latter services are where Wes's artistic merits can be broadly appreciated.  The surly simian demands payment up front for his work, but never reneges on a job, always meets his deadline and rarely disappoints his clients.

Wes is short with the wiry musculature of the craftsman who spends most of his waking hours upon his trade.  He is somewhat hunchbacked as a result of the long hours spent bent over his meticulously executed work.  His substantial body hair is so dark it appears black and streaked with silver showing him to be about middle aged.  He is direct to the point of abruptness and offers reasonable, but non-negotiable prices to his clients.  Due to the abundance of incoming work he is able to turn away that which doesn't interest him and delegate much of what does to his skilled apprentices.  His acid etching and custom work, however, he tends to himself in most cases. 
Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99
Almost all the noblest things that have been achieved in the world, have been achieved by poor men
Read more at http://www.brainyquote.com/quotes/quotes/a/albertpike118889.html#ZKTZ4wLYtrZRKiPy.99

28 Characters of Canton Del: Seventeen, Dolus - High Priest of the Seven Articulations

I'm creating 28 NPC thumbnails over the next 28 days as a means of providing myself a roster of useful and interesting characters.  I'm making them public to better convey a sense of the setting  to my players and other interested parties.  Where I feel it necessary to be less-than-specific about powers or motivations I have left only clues.  In this way I'm hoping to share a bit without tipping my hand too far down.


Dolus, human male cleric (11th),  High Priest of the Seven Articulations
STR 11, INT 13, WIS 15, Dex 11, CON 10, CHA 16
HP: 45

Pay no attention to the man behind the curtain...

Arrayed upon the Avenue of the Gods in Bartertown are the many temples of Canton Del's various celestial deities. The temple and adjoining grounds for the Church of the Seven Articulations is amongst the largest and most opulent of those found here, towering above most of the others and sprawling out over several city "blocks".  What the Seven Articulations might be is a matter of debate to outside observers and even those within the church are apparently only allowed small glimpses at the whole of the religion's mysteries. 

The church is currently presided over by High Priest Dolus, a relatively young, handsome and charismatic holy man.  Dolus personally conducts all commune with the mysterious and nameless deity at the religion's center.  Twenty or so clerics of varying power and abilities with an additional 100 soldiers and various retainers and servants in sum carry out the god's bidding at the high priest's direction. Clerics of the Seven Articulations serve the interests of the faith's more monied adherents as well as the church's, so they can therefore be found throughout the city presiding over business transactions, aiding in the location and recovery of lost goods, healing the afflicted and, in some cases, meting violence out to rival groups.  But the church's central purpose has to do with plumbing the depths of nearby Ancient ruins in search of certain Artifacts that have special significance to the eponymous Seven Articulations.    

Dolus himself is tall, lean and graceful in the manner of Canton Del elite, but his darker hair, skin  and eyes betray a humble birth from an old common family with deep ties to the city.  He is a personable and energetic man with a sharp mind for business, who maintains a beloved public persona by sustaining highly publicized charity activities sponsored and/ or carried out by church subordinates and adherents alike.  He is persuasive and most often finds some way to get what he wants.  In those rare instances where Dolus faces intransigence, he is unafraid to wield the substantial power of his temple and station.