A Wandering set of notes from my rambling in the worlds of Sword and Planet RPG Games, ASE, and other Gaming Fancy.
Showing posts with label Wild Majik. Show all posts
Showing posts with label Wild Majik. Show all posts
Thursday, February 21, 2013
Friday, February 8, 2013
Majik rules for a radioactive paradise

DC COMICS. ZATANNA.
Mages and how they are gonna work in this game (subject to discussion)
- We are using the mages from T&T, Yall have the line to that as its my favorite and ive gone over it, But
- They will save as an Other Dust Speaker
- and level the same
- they will choose backgrounds as per Other Dust for skills
- and pick training packages from either Speaker or Survivor
- you get the first 6 randomly rolled spells at start
- any new spells either someone will have to teach you taking d4 days per level, or you can perform a random ritual ( i have random charts for that) or you can take certain drugs and after the effects wear off you will know a random spell) THERE ARE NO SPELL BOOKS
- all spells have a visual effect of some kind when being cast
- Mages are mutants, but dont think they are.
- Some churches like mages, some hunt them
- you can cast any spell you know up to the amount of slots you have
- after you are out of slots you can take a saving throw vs spells to cast another spell but if you fail that you loose d6 per level system strain and have a chance 1 in 6 per level of getting a bad powersurge (i have a table for that also)
- it gets harder to make the saving throw each time
- mages have 1d6 per level HP
- mages can use any weapon
- mages can wear armor, but it will mess up spell casting BADLY
- Radiation levels effect spells
Tuesday, February 5, 2013
and instead i create a radioactive paradise
So, after a holiday break the homegame starts back up and they all say "we want to play something wasteland, Fallout-esque, something with mutants all on one planet"
So, we rolled up Other Dust characters and a couple of mages from http://the-city-of-iron.blogspot.de/p/publications.html
and i came up with this.....
This is just a player map, it goes with this little bit of info on the places
FrenchPost is an ancient settlement dominated by a large Stone church on a hill above the River Red . for the most part it is a peaceful farming community but lives in fear of its neighboring enclaves and areas. Once a year there is a festival of St Armstrong in which several members of the community are exiled for a year and a day to go on pilgrimage (that is you player). mutant friendly
(church site, ancient hate hill beasts to north, ancient settlement 900 people tech 2 oligarchic )
To the East is the small community of Thorny Pines organized by a strict caste system of farmers and woodsmen who are very distrustful of outsiders and mutants. They are mostly formed of a reform group from Pharo Elvis who escaped to lead a pure and simple life farming
(caste based, splinter group, reform, tech 1, 200 people , tribal)
Pharo Elvis was once a great city along the River Man but is now a site of depravity and anarchy led by religious zealots who live in the waste of the city, there are rumors of great food supplies and demons stalking the night (400 people, tech 1 , anarchy)
Far to the east along the stone road is the remains of a city known as Jax. Little is known except there used to be a government city here where 6 great roads met and that now it is a land of degenerate cannibals . there are rumors of a large government complex in the area somewhere near a lake
The Port Rads Zone is north of FrenchPost and is said to be a scavengers paradise and the radiation seems to be going away in the area. but travelers report sightings of more and more hill beasts in the area from the north
The Pine Rads Zone centers on the remains of a large military base and rumors abound about strange lights in the night sky and aliens, but know one knows if that is true, what they do know is that the trees will eat you
Across the River Sacrament is the land of the Iron Star, a pre collapse government whose borders are patrolled by robots that shoot on site and dont bother with questions.
Little is know about these western lands except for the occupants of Lunar a heavily fortified ruined spaceport whose occupants barter for lost tech, and grain in exchange for printed books and medicines (300 people, industrialized, tech savants, mutant friendly)
Far to the North are the savage lands of the Hill Beasts who lead raiding parties south in the spring of the year and the sunken swamp lands known as the SuckMucks where odd violent creatures are known to chop men in two with heavy claws and armored hides
Somefolks say that if you can get through the swamps you come to the sea and that many people live on metal islands and have fabulous technology, but thats just rumor, perhaps
So i guess we will play a little Other Dust with Wild Magic, no worries
i can still use a lot of stuff i used in SWN
Books i will be using are
So, we rolled up Other Dust characters and a couple of mages from http://the-city-of-iron.blogspot.de/p/publications.html
and i came up with this.....
This is just a player map, it goes with this little bit of info on the places
FrenchPost is an ancient settlement dominated by a large Stone church on a hill above the River Red . for the most part it is a peaceful farming community but lives in fear of its neighboring enclaves and areas. Once a year there is a festival of St Armstrong in which several members of the community are exiled for a year and a day to go on pilgrimage (that is you player). mutant friendly
(church site, ancient hate hill beasts to north, ancient settlement 900 people tech 2 oligarchic )
To the East is the small community of Thorny Pines organized by a strict caste system of farmers and woodsmen who are very distrustful of outsiders and mutants. They are mostly formed of a reform group from Pharo Elvis who escaped to lead a pure and simple life farming
(caste based, splinter group, reform, tech 1, 200 people , tribal)
Pharo Elvis was once a great city along the River Man but is now a site of depravity and anarchy led by religious zealots who live in the waste of the city, there are rumors of great food supplies and demons stalking the night (400 people, tech 1 , anarchy)
Far to the east along the stone road is the remains of a city known as Jax. Little is known except there used to be a government city here where 6 great roads met and that now it is a land of degenerate cannibals . there are rumors of a large government complex in the area somewhere near a lake
The Port Rads Zone is north of FrenchPost and is said to be a scavengers paradise and the radiation seems to be going away in the area. but travelers report sightings of more and more hill beasts in the area from the north
The Pine Rads Zone centers on the remains of a large military base and rumors abound about strange lights in the night sky and aliens, but know one knows if that is true, what they do know is that the trees will eat you
Across the River Sacrament is the land of the Iron Star, a pre collapse government whose borders are patrolled by robots that shoot on site and dont bother with questions.
Little is know about these western lands except for the occupants of Lunar a heavily fortified ruined spaceport whose occupants barter for lost tech, and grain in exchange for printed books and medicines (300 people, industrialized, tech savants, mutant friendly)
Far to the North are the savage lands of the Hill Beasts who lead raiding parties south in the spring of the year and the sunken swamp lands known as the SuckMucks where odd violent creatures are known to chop men in two with heavy claws and armored hides
Somefolks say that if you can get through the swamps you come to the sea and that many people live on metal islands and have fabulous technology, but thats just rumor, perhaps
So i guess we will play a little Other Dust with Wild Magic, no worries
i can still use a lot of stuff i used in SWN
Books i will be using are
ASE 1-3TotGaD 1-2CarcosaOther DustTheorems & Thaumaturgy
and watching
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