Tag: A Call To Arms

  • Magic

    Historic abuse of magic has scarred the world of Gaea for millennia. Due to this, Magic became almost universally feared and hated. Some Arcane Spellcasters were lucky enough to hold positions of respect, such as an adviser to a Monarch or a Village Elder. Most were considered outlaws and hunted or killed on sight. Thus the Arcane Council was formed, an order which strictly governs the use of Arcane Magic and punishes those who would seek to destroy the fragile tolerance of magic.

    Spellcasters

    Gaean Arcane Spellcasters syphon energy called Earthpower from the surrounding living things. When used, this method used labels Arcane Spellcasters as either Defilers or Preservers. Preservers have the self–control to syphon sufficient resources without destroying these sources of Earthpower. Those who do not, or who feel no remorse about the damage caused, become Defilers. Defilers leave behind sterile soil and infertile ash or worse still, drain the very life from animals, sentient creatures or in extreme cases, even objects imbued with Magical Energy, when they cast spells. To counter this act, the Arcane Council despatch enforcers known as Sentinels, gifted with spell-casting abilities by the Arcane Council, and tasked with identifying and ending the practice of defiling, by any means necessary.

    Of the Divine Spellcasters, Druids are granted their powers directly from the very essence of nature, while Rangers learn to manipulate minor nature spirits.

    The Corruption of Power

    Defilers leave behind an ashen circle when casting spells. The radius is 5 ft. x spell slot level expended (a 0‐level spell defiles a single 5′-square occupied by the caster). Creatures, except the Defiler, caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all rolls for 1 round. Plant creatures suffer 2HP damage per spell slot level expended (a 0‐level spell inflicts 1 HP damage).

    Defilerʹs ash is black and totally devoid of life‐giving properties. It is the telltale sign of defilement. Nothing grows in a defiled area for years. Even if the Defilerʹs ash is dispersed by the wind, the ground remains a lifeless scar.

    A Defiler cannot preserve, but a Preserver can defile if desperate.

    When defiling, an Arcane Spellcaster can extend the casting time of their spells by 1 round and gain a +1 bonus to caster level in exchange for increasing the defiling radius by 5′. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Experienced Defilers often increase their spellcasting power further through ‘Raze’ feats.

    The Road to Corruption… And Redemption

    An Arcane Spellcasters who opts to defile must roll a Will save DC 10 + spell level + total of previous defiling acts. Failure means they have lost proper self control and become Tainted. Tainted Arcane Spellcasters are not Defilers, but risk becoming so.

    Tainted Arcane Spellcasters may seek redemption from a Druid. The Druid, if willing and able, can cast a conversion spell on the tainted Arcane Spellcaster, restoring their Preserver status (resetting the number of times defiled to zero). The Arcane Spellcaster loses 100XP per appropriate Spellcaster level. Defilers can also seek redemption, but at a cost of 1000XP per Arcane Spellcaster level.

    Often, the Defiler must undertake a quest or otherwise demonstrate a true willingness to redeem themselves before the Druid casts the conversion spell.

    Terrain Types

    Terrain types affect Arcane Magic depending on the amount of natural life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table: Terrain Modifiers. Areas (such as The Desolation), which are completely devoid of viable natural life, and do not allow Spellcasting. If Arcane Spellcasters have no alternative energy sources, or magical items, such as wands, they are unable to cast spells in such terrain.

    [table id=TerrainModifiers /]

    Spellbooks

    Gaean Wizards must conceal their “spellbooks” from rival wizards and others with ability to discern them for what they are. Spellbooks take many forms, including animal hides, stone and clay tablets, bone staves, knotted giant hair and necklaces of coloured beads. Often using personalised codes and/ or systems for organising their spells. The Wizard may use the Deception skill to mask a spellbook’s true nature.

    A sentient creature inspecting the spellbook must succeed with an opposed Arcana (countered by a Deception check), to identify it as such. Every time a new spell is added, a spellbook must be disguised again. Such an action is normally automatically successful. unless done under duress, at which point a successful Deception check is required.

    Services

    Arcane Magic is almost never offered for sale on the open market. As a result, those who do offer such services, do so at hugely inflated cost. They are almost exclusively found in Cities or Capitals.

    Divine Spellcasters are less reluctant to use their powers to call upon the elements for the benefits of others. Divine Spellcasters may be found in Towns, and rarely, in Large Villages. While not governed by them, they take care to not use their powers excessively, so as to avoid drawing the attention of the Arcane Council’s Sentinels.

    Securing the services of an Arcane or Divine spellcaster is often difficult, requiring Investigation checks to locate such an available and willing spellcaster.

    Healing

    Magical healing is prohibitively expensive for most Gaeans, and those trained to do so, prefer to use the Medicine skill to treat disease, injuries, and poison effectively, often in exchange for some sort of donation to their temple, before the service is performed.

    Goods

    Magic items are no harder to create in Gaea than anywhere else, though there are fewer skilled creators. In general, magic items are harder to trade throughout Gaea, as detailed in Table: Artefact Trading Thresholds.

    [table id=ArtefactTrading /]
  • Brawling

    Non-lethal disputes, regulated by simple rules that replace typical combat. During a brawl, you do not use regular class abilities (Class Spells, Additional Attacks, etc) but may still utilise passive features such as Unarmoured Defence, Sense of Danger, etc.

    Movement: On your turn, you may move up to your normal speed without incurring attacks of opportunity, and make one Action. Usual rules regarding occupied squares apply.

    Damage: No actual HP are lost as a result of Brawling. A successful (D20+STR+Proficiency) Prop Attack or Strike instead increases the Brawler’s Fatigue. A Natural 20 on the Attack die doubles the number of Fatigue points applied to the target.

    Prop Attacks

    Virtually anything you can get your hands on may be used as a Prop. Divided into Common and Epic varieties. Prop Attacks may also inflict additional conditions, which last until the end of the affected Brawler’s next turn.

    After use, a Prop is destroyed, lost, or otherwise rendered useless. Picking up a Prop requires an Action. A Bonus action may be used to pick up a Common, but not utilise an Epic, Prop.

    Common Props

    Mundane items such as Bottles, Candelabras, Cutlery, Dishes, Flasks, Pokers, Pots, Stools, etc, may be used to;

    Add 1d4 to an Attack Roll, in addition to other modifiers.
    Use a Bonus Action to make a guaranteed Strike.
    Increase the wielder’s AC by 2, as a Reaction to an opponent’s attack.

    Epic Props

    Barrels, Chandeliers, Chests, Companions, Decorative Suits of Armour, Tables, Trunks may be used to;

    Make a guaranteed Strike.
    Add the Stunned condition to the target on a successful Strike.
    Strike 2 targets simultaneously (the attack must be made against the highest AC).
    Increase the wielder’s AC by 5, as a Reaction to an opponent’s attack.

    Table I: Brawler Progression
    Level Adjustment
    1 1 Brawl Skill / 1 Class Feature
    2 Additional Brawl Skill
    3 Shrug It Off
    4 Additional Brawl Skill
    5 Ace In The Hole

    Each character may choose 1 from a number of Brawl Skills and a Class Feature (or optional Spellcaster Feature) based on their level, as indicated in the Brawl Skills, Class Features and/ or Spellcaster Features tables. Each use of these special abilities costs 1 Fatigue point. These are recovered at the end of the Brawling encounter.

    Table II: Brawl Skills
    Clothesline As an action, you may make an Attack roll (with STR or DEX modifier). If you hit, the move deals 1 Fatigue and the target is knocked Prone.
    Crackin’ Skulls As an action, you may make an Attack roll (with STR modifier) that hits two different targets. The attack must be made against the highest AC. If you hit, the move deals 1 Fatigue to both targets.
    Diving Drop As an action, and situationally conditional, you may make an Attack roll (with CON modifier). If you hit the target, you deal 1 Fatigue and the target is Stunned. You take 1 Fatigue as a consequence.
    Drop ‘Em As a bonus action, you may make an Attack (with DEX modifier). If you hit, the target is Restrained.
    Eat Floor As a bonus action, you may make an Attack roll (with INT modifier). If you hit, the target is knocked Prone.
    Glasgow Kiss As a reaction, when struck, you may make an Attack roll (with STR modifier). If you hit, the move deals 1 Fatigue.
    Hammer Time As an action, you may make an Attack (with STR modifier). If you hit, the move deals 1 Fatigue and the target is incapacitated.
    Feint As an action, you make others believe you are unconscious. Until you make an attack, you cannot be specifically targeted by others.
    Intae Them Lads! As an action, every friendly creature in the Brawl gains Advantage on their next Brawling roll.
    No Sell As a reaction, when struck, you may make an Attack roll (with STR or DEX modifier) against your opponent. If successful, the attacker is Stunned.
    What’s This Slop? As a bonus action, may make an Attack (with DEX or WIS modifier). If you hit, the target is Blinded.
    Under The Table As an action, you can benefit from a three-quarters cover. You gain a +5 bonus to AC and DEX saves.

    You may activate your Class Feature once in any single brawl event, it requires 1 Action, with success determined by a D20+(Specified Ability) Attack Roll, unless otherwise stated. A Brawler with the Pact Magic or Spellcasting class feature may choose to learn a Magic Feature place of a Class Feature each time they would gain a new Class Feature.

    Table III: Class Features
    Barbarian Engorged & Enraged For the remainder of your turn, your Strikes and Brawl Skill actions deal 1 extra Fatigue.
    Bard Kung Fusion As a reaction, if a creature makes an attack that targets you, you may make an Attack roll (with CHA modifier) against that creature. If you hit, the creature must choose a new target within range to attack. You use this feature before the creature’s roll.
    Cleric Sacrum As an action, you may make an attack (with WIS modifier) to deal 1 Fatigue. If successful, the target is knocked Prone.
    Druid Beast Slap As an action, you may make an attack (with WIS modifier) to deal 1 Fatigue and the target becomes Frightened of you.
    Fighter Counterattack As a reaction, if a creature makes an attack that targets you, you may make an Attack roll against that creature. If you hit, the creature makes the attack against you with disadvantage.
    Monk Flurry of Slaps As a bonus action you can make 2 Attack rolls against a single chosen target.
    Paladin The Grapes Of Wrath As a bonus action, you can make one Attack roll (with STR modifier) to deal 1 Fatigue. If successful, the target is Blinded.
    Ranger The Call Of The Wild As an action, and situationally conditional, you can throw a bait on a target creature. That creature gets hampered by an animal in the area. The creature is Restrained until it deals 1 Fatigue to the animal.
    Rogue Sneak A-Whack As a Bonus Action, you gain advantage on your next attack, and your next Class Feature of Strike deals 1 extra Fatigue.
    Sorcerer, Warlock or Wizard Arcane Blow When you make a Spellcaster Feature, you can spend any remaining Action(s) to deal 1 extra Fatigue.
    Table IV: Spellcaster Features
    All Eyes On Me As an action, you can choose any single creature, that creature is Charmed by you.
    Calm Down, Calm Down! As an action, you choose any single creature. That creature cannot be struck or suffer conditions until the end of its next turn. The target creature cannot move and is incapacitated.
    Complimentary Upgrade As a bonus action, you can transform a common prop into an epic prop.
    Dodgevoiance When a creature attacks you, you may use your reaction to impose disadvantage on the Attack roll.
    Fetor Spray As an action, you can make an Attack roll (with CHA, INT or WIS modifier). If you hit, the move deals 1 Fatigue and the target is Poisoned.
    Magic Fist-fight As an action, you can make three attacks (each with CHA, INT and WIS modifiers respectively) against three different targets, dealing 1 Fatigue to each target hit.
    Primal Scream As an action, you may choose any single creature, that creature becomes Frightened of you.
    Protection from Blows As an action, choose a willing creature you can see; all attacks made against that creature have disadvantage until the end of its next turn.

    As Fatigue points are gained, their effects begin to take their toll and make the combatant a less effective Brawler. As shown in the table below. All effects are cumulative though can be offset by Class or Spellcaster Features. A Brawler of at least 3rd Level can also utilise the Shrug It Off ability to remove up to their level of Fatigue points once in a single Brawl.

    Table V: Fatigue
    1 Rumpled Attack at Disadvantage.
    2 Broken -1 AC
    3 Beat -1 STR
    4 Scarred -1 AC
    5 Bleeding -1 CON
    6 Downed

    A Brawler of at least 5th Level gains the Ace In The Hole ability, which grants them an additional option, useable once in a single Brawl.

    Table VI: Ace In The Hole
    Barbarian Float Like A Butterfly Until the start of your next turn, you cannot take Fatigue points or suffer conditions.
    Bard Heart-breaking Note As an action, you hit the most heart-breaking note. Each brawl participant must succeed on a Constitution saving throw or take 1 Fatigue and become Incapacitated. All friendly Brawlers have advantage on the Saving Throw.
    Cleric If You’re Listening, Help! As an action, you receive a Holy Blessing and a Stray Danger hits all your enemies.
    Druid The Goggles Do Nothing! As an action, you spread a cloud of irritating pollen around you. Each brawl participant must succeed on a Constitution saving throw or suffer 1 Fatigue and become Poisoned. All friendly Brawlers have advantage on the Saving Throw.
    Fighter Vorpal Punch You make a single Strike which deals 3 Fatigue.
    Monk On Your Knees And Pray! Your target must make a Constitution Saving Throw or fall to the ground as if Downed.
    Paladin Summon Mount You summon your mount into the midst of the Brawl. It makes 2 Attacks using your regular Attack bonus, and then leaves via the closest available, if not most appropriate, exit.
    Ranger It’s A Trap! When a Brawler moves, you may use a Reaction to activate a trap, dealing 2 Fatigue to the target and causing them to be Restrained.
    Rogue Sting Like A Bee! As a Reaction, when a Brawler makes an attack against you, you can dodge the Attack and land a Strike of your own, dealing 1 Fatigue against the target.
    Sorcerer Supreme Misfortune As an action, you trigger a superstitious event (walking under a ladder, breaking a mirror, throwing a black cat across a room, etc) of your choice. All Brawlers must make a Wisdom Saving Throw or drop any items they hold and become Frightened. All friendly Brawlers have advantage on the Saving Throw.
    Warlock/td> The Bad Touch Until the start of your next turn. Any Strike against you, or a friendly Brawler, results in 1 Fatigue to the chosen enemy Brawler.
    Wizard Fire Bowl As an action, you throw a bowl of piping hot broth across the area. All Brawlers must make a Dexterity Saving Throw or be dealt 2 Fatigue points. All friendly Brawlers have advantage on the Saving Throw.

    There is a 10% cumulative chance of a random event happening during the Brawl scenario, determined by a d8 die roll. This triggers at the start of the round in which it activates.

    Table VII: Organised Chaos
    1 Rain Of Stools Every Brawler must succeed on a DC11 Constitution Saving Throw, or be Stunned.
    2 House Of The Flying Punches Every Brawler must succeed on a DC12 Strength Saving Throw, or be dealt 1 Fatigue.
    3 River Of Beer Every Brawler must succeed on a DC13 Dexterity Saving Throw, or be knocked Prone.
    4 Flour Snow Every Brawler must succeed on a DC10 Dexterity Saving Throw, or be Blinded.
    5 Get This Guy Off Me! Every Brawler must succeed on a DC10 Strength Saving Throw, or be Restrained.
    6 Barrel In Peril Every Brawler must roll 1d6. On a result of 1, they are dealt 1 Fatigue point and knocked Prone.
    7 Animal House A small group of animals break free from, somewhere, and run through the scene causing havoc. For 1 Round, after choosing their Action(s), every Brawler must roll 1d6. On a result of 1, they Strike the animal instead of the intended target.
    8 It’s Raining Ham! A random selection of cured and cold meats suddenly fall from height onto the Brawlers. Every Brawler must roll 1d6. On a result of 1, the Brawler is dealt 1 Fatigue and is Stunned.

    Credit to Archeron Books for the Brancalonia Setting Book, the Brawling rules from which were the inspiration for the above content.

  • Titans

    The Titans, entities whom represent the Deities of the Multiverse. Detailed below in order of Divine Rank.

  • Notable Figures

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