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  Movement Points
Posted by: Oedipussy Rex - 10-19-2014, 11:00 AM - Forum: ə SCHWA - No Replies

Ever noticed how combat in Ə has been abstracted except for distances in ranged combat? So,

Movement Points: An abstract measure of distance used primarily for events measured in Combat Turns. The number rolled on the Adventure die is the number of Points traveled that Turn. Through use of Movement Points, ranged weapons new range values are as follows:

Code:
Atlatl              30/60/120*
Axe, Hand           3/6/10
Blowgun, Hunting    5/10/15
Blowgun, Stealth    3/6/9
Bow, Great          30/60/100
Bow, Long           20/45/75
Bow, Short          15/30/45
Club                3/5/8
Crossbow, Heavy     24/48/95
Crossbow, Light     18/35/70
Dagger              4/7/11
Dart, Military      4/7/15
Hammer              3/6/12
Hatchet             3/6/9
Javelin             10/20/30
Net                 3/4/5
Rock, Hurled**      1/2/3
Sling, Bullet       12/25/50
Sling, Stone        10/22/45
Spear               9/18/27
*Cannot be used against anyone within 2 Movement Points
**For Half-ogres, Warrior Rank 1-7, the ranges are 9/18/27. Add 3/6/9 for each Rank over 7th.

With this system, substitute "movement point" for 10' in the Attacks on Charging/Fleeing Opponents section in Ə-OH. No ranged attacks can be made against opponents inside 1 Movement Point distance.

Movement Points should be used in limited situations such as charging, fleeing, races, etc., not for a character changing opponents in mêlée (unless the new opponent is using a ranged weapon against him).

Example of non-ranged combat use of Movement Points: Joey needs to cross a cavern 20 Movement Points wide populated by Stalac-Mites. For each turn that he takes to cross the distance a Mite tries to pierce his skull. On the first Turn, Joey's player rolls the Adventure die (d12) for an 8. The second roll results in a 3, and the third roll is 11 for a total movement of 22 in three Turns. Fortunately for Joey, the GM's dice were cold each Turn.

Of course, this doesn't do anything for drop attacks or falling damage, but that's something for another post.

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  Caestūs
Posted by: Oedipussy Rex - 09-25-2014, 07:31 PM - Forum: ə SCHWA - Replies (1)

Caestūs
Plural of Cestus, a glove fitted with metal plates used as a weapon. Caestūs must be worn as a pair and their use prevent the use of shields and other weapons. As with punching, the base damage increases a Rank for each Rank in Warrior above 7th.

Damage: d1/d30
Type: Crunchy
Races: H,D,E,O,G*,He,1⁄2*
Shield: No
Dual-Wield: --

Caestūs, Spiked
As Caestūs, but with pointy bits on them, whether fitted into the gloves, or dipping the gloves first in honey then in glass or rock shards.

Damage: d1/d30
Type: Stabby
Races: H,D,E,O,G*,He,1⁄2*
Shield: No
Dual-Wield: --

*Gnomes and Halflings roll a damage die for every two Points of Success over the first. i.e., 1 die for 1 PoS, 2 dice for 3 PoS, 3 for 5, etc.

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  Scry
Posted by: Oedipussy Rex - 09-16-2014, 10:53 PM - Forum: ə SCHWA - Replies (1)

Scry
Spell Base: 2
Min. Rank: d8
Resist: Adventure

Through use of a medium --pool of water, mirror, flame, etc.-- the spellcaster can view a subject for an Adventure Turn for each PoS of the casting. The viewing displays the front of the target from 10' away. If the target turns, the view stays in place and if he moves, the view shifts to keep the same relative position. For example, a jealous sorcerer wants to keep tabs on his wife as she walks to visit her elderly mother, if the view was 10' south of her and she turns to walk north, the view will show her back.

The subject gets a Resist attempt, but is unaware of any spell attempt. The Resist roll is automatic and cannot be avoided, even if the subject wants to be seen.

Non-cumulative Bonuses/Penalties to the Resist (Use the one that best fits):
Caster uses a piece of the subject (hair, nail clipping, blood) -4
Caster uses subject's possession (clothing, weapon, ring) -2
Caster personally knows subject -1
Caster only marginally knows subject --
Caster has detailed physical description of subject related to him +2
Caster has only a name or general description +4

A particular piece or possession of the subject can be used for only one casting.

+2 to include sound to the viewing
+2 to give the caster the ability to change the viewing's perspective. The view will always center on the subject

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  Divination
Posted by: Oedipussy Rex - 09-16-2014, 03:24 PM - Forum: ə SCHWA - Replies (1)

Divination
Spell Base: 4
Min. Rank: d12
Resist: No
"Divination /ˌdivəˈnāSHən/ (noun) The practice of seeking knowledge of the future or the unknown by supernatural means." In game play the practice is employed by allowing the player to ask the GM one yes/no question for each PoS of the casting. For every four Points of Success, the player can choose to ask one general question instead for which the GM will give a vague, but true, answer. Stupid questions receive no answer. "Should we enter the left door?" is a stupid question. What are the factors that determine what "should" be done? "Is the treasure behind the left door?" is a pretty dumb question, but not stupid. If the door opens to the stairway that goes down to the treasure room then the answer is "no." "Does the left door lead to the treasure horde we seek?" is a good question. (Although a dick GM would say "no" because doors don't go anywhere, passageways do.)

Carol's character casts Divination for 6 Points of Success. She uses 4 points to ask, "Where can I find the means to defeat the Mad Mage?" "You have a vision of a large, marbled room full of many different ancient artifacts, like a museum." "Am I looking for a weapon?" "No." "Am I looking for a book?" "Yes."

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  Message
Posted by: Oedipussy Rex - 09-15-2014, 11:13 AM - Forum: ə SCHWA - No Replies

Message
Spell Base: 0
Min. Rank: d4
Resist: No
Send a short, spoken message audible to only the intended target in line of sight of the caster. The spell does not confer understanding.
+1 to allow the target a short response
+1 for each additional target
+2 to send a message to an unseen, known target (distance does not matter). The delay between the sending and receiving of the message is 1 Combat Turn if the target's distance is measured in Adventure Turns and 1 Adventure Turn if the distance Travel in length.

Note: The means of message conveyance is a matter of personal preference, whether a whispering wind, pool of water, or by butterfly like you saw Gandalf do in the movies.

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  Illuminated
Posted by: Kersus - 09-09-2014, 04:50 AM - Forum: ə SCHWA - No Replies

I was recently thinking about a new campaign and what system to use. Very inexperienced players and only two of them controlling two characters each.

I started thinking about Swords & Wizardry and Lejendary Adventure. My problem with S&W is the rigidity for these two players. After playing Lejendary Adventures, it`s hard for them to go back. I wanted a place where every character has access to fighting skills, thieving skills, and even magic..... Then it hit me.

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  Errata
Posted by: Oedipussy Rex - 08-12-2014, 12:19 AM - Forum: ə SCHWA - Replies (13)

Ə-OH page 26: The sentence, "The Spell Number for the completed scroll is half the Spell Number for creation, rounded up," in the Creating Scrolls section should read, "The Spell Number for the completed scroll is half of what the Spell Number would be to cast the spell, rounded up."

So the Spell Number for the Lightning Bolt scroll in the example is only 2, not 4.

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  [PbP 1] We're Off To See The Kobold
Posted by: Kersus - 05-06-2014, 05:32 AM - Forum: ə SCHWA - Replies (47)

You poor penniless schlubs get lost. Somehow, before hunger causes you to give into eating the tastiest of the party you stumble upon a hamlet.

It's quite small but does seem to have buildings and such. There are a few shops, a large house, and some shacks. It's well surrounded by the thick woods.

There is no one wandering around the town but a few schmucks.... That's you.

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  Testing the Die Roller
Posted by: Kersus - 04-19-2014, 01:55 AM - Forum: ə SCHWA - Replies (6)

I attack! 1d12 rolled for a total of: 11 (11)

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  Magic Items
Posted by: Oedipussy Rex - 04-07-2014, 07:04 AM - Forum: ə SCHWA - Replies (10)

Elixir of Thaumaturgic Revivication
This mythical potion is rumored to alleviate 1 point of Magical Fatigue.

(As a reminder, Magical Fatigue happens when a spellcasting attempt is failed and incurs a cumulative 1-point penalty to all subsequent spell attempts. This penalty is semi-permanent in that it takes a week of complete rest and meditation, at minimum, to lose 1 point of penalty.)

(Hmmmmm...)

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