Thursday, 27 February 2014

Drowning Stuggles
Back in the bad old days, when the Cult of the Drowned Girl used to live up to their name in order to cement the bond between Vallard and the River, the priestesses got a lot of practise at dealing with recalcitrant offerants. Those skills were refined into a set of exercises taught to junior priestesses and preserved as a health regimen even as the archaic ceremonies that got them their name died out.
Since Enigma instituted her back-to-basics revivalist coup, she and her acolytes have been refining the exercises involved with a view to bringing them back into regular use.
These arts have also been used in Vallard’s underground pool fighting scene where young women wrestle to the submission in thigh-deep pools of water for the entertainment of gamblers. Any speculation that Enigma might have any experience with or familiarity with such entertainments is merely the basest scurrilous rumour and should be discounted by all right thinking people.
Waves round the knees  (1 point)
The priestess doesn’t lose a dice from her pools for remaining standing while attempting to pin an opponent.
Fighting the current (2 points)
Being familiar with the right ways to put pressure on a limb or joint means that someone who knows what they are doing can steer a pinned person around with a surprising degree of ease.
This means that a priestess can still parry while pinning an opponent, by using the opponent as a shield. If the attacker desires they can choose instead to inflict damage on the pinned opponent as if the unlucky victim had been hit with a width 2 attack.
Riding the eddies (3 points)
When a fighting style relies upon closing with a foe with your bare hands, getting the first blow is critical more often than not. This technique involves a quick dart forward rolling under an opponent’s guard to get the first strike, and is practiced by training in a pool of water up to the waist and learning to work against the resistance the water provides.
This technique is the most likely to have originated in the fighting pools of Vallard rather than the ritual quays of the city.
In game terms the width of grapples is one higher for initiative purposes.
Twist like an eel (4 points)
Reaching the higher levels of this technique involves training against your fellow priestesses and experiencing both victory and defeat in these bouts.
The priestess has spent enough time being grappled that she has learnt how to escape; she gains a +2d  bonus to rolls to escape from a grapple, takes 2 less damage from strangle attempts and can hold her breath underwater for twice as long.
Release the last breath (5 points)
There is a moment of calm that comes over the face of someone held beneath the surface as they release their last breath. Their body has given up the fight against the inevitable and their brain is about to begin the process of easing the mind into darkness. An experienced priestess of the cult knows the look, and prolong the moment for as long as she needs.
Mechanically this move requires the priestess to be pinning an opponent while standing in water deep enough to reach her knees.  The priestess can strangle her foe with the benefit of Fighting the Current, while getting a +1 bonus to width for both result and speed.  If her victim fails an escape roll this round they cannot act in the following round as the rush of endorphins overwhelms them in the moments before death.
In that round in which they are unable to act, the victim sees visions conjured from the depths of their subconscious, often of profound personal meaning. At the end of the second round the priestess can choose either to drown her sacrifice, dedicating their life to the river, or to release them, in which case all but of the hit boxes in each of their head and body is filled with shock damage.
A victim so spared will have undergone a transformative experience. They may either eliminate an appropriate Problem (yes to Misplaced Confidence, no to Missing Hand) or allow a player to change one of the character’s Passions.  







The set-up for the campaign is that one of my PCs was the former prince of Vallard, who was deposed in a coup (boo! hiss!) and shipped down river to a prison in the Lightless Jungle, only to escape and make his way back to civilisation.

His second cousin on his mother's side, the Empress, has very generously loaned him an army to recover his city, and the other PCs are his military and magical aides-de-camp. The campaign is thus about a besieging army and a city and the things that happen around them.
Nightmare Wave

Intensity 10
Casting Time: A day and a night
Duration: Width in minutes
Attunement: Yes

This spell produces a wave of intense darkness that issues from the caster's hands and sweeps across the landscape, blotting out the sun and moon and draining smothering all light from artificial sources. The darkness is filled with weird croaking and moaning that confuse and disorientate those trapped within it (Sense + Direction roll not to get lost).

As well as the darkness the spell directs a group of spirits at a set of targets within the darkness chosen by the caster when she casts the spell. They are Threat 2 minions which if they can kill a target while the darkness persists will climb inside the body and animate it as a Threat 3 zombie. The number of spirits is determined using a spare set the caster has rolled in casting the spell, multiplying height by width to get the total number.

eg. Fidelia rolls 8+MD to cast the spell and gets a 2x10 and 3x7 – the spell lasts for 2 minutes, and summons 21 spirits. She has to use the 2x10 for the casting roll due to the spell's intensity.

Trying to cast it again, Fidelia rolls 3x10 and a number of waste dice. The spell lasts for three minutes, but doesn't summon any spirits.

Casting the spell finishes with pouring out a vessel of water from a sea that has never seen the sun or moon. The inky darkness contained within the water is released to surge forth as the water splashes on the ground. The preparation involves inscribing the ground to direct the water and inscribing the names of spirits of darkness into each fork and join of the flow.

If the caster can carve channels into the ground – whether it's soft earth heaped up into mounds and gullies, or channels carved into stone by minions the duration of the spell is doubled.

If the caster has access to a gallon or more of such water then the number of spirits is doubled.

Spell design notes as per First Year of Our Reign: 

Target: As far as the eye can see - +6
Effect: Shadows Significant +3
Duration: Width in minutes +0
Effect: Minions +4
Duration: Years +3

Casts in hours: -3
Baroque components: -2
Uses secondary pool for secondary effect: -1

This spell is one of a number of very rare Shadowbinder spells known by an imprisoned legendary sorceror who has escaped during the events of my campaign. 

There is another spell, that I have outlined, which I'm waiting to post until after the results are encountered by the players. It animates something very, very big. 


Tuesday, 4 February 2014

Maps


Here are the maps of Vallard and its surroundings that we've used for the sessions. Having a whiteboard is amazingly useful for this campaign.

Sunday, 2 February 2014

Locations

Vallard

Built on six islands in the middle of the River ____, Vallard is linked both internally and to the shore with bridges created using Smokeshaping. Historically it was a trading city lying between the Western Marches, Uldhome and the Heluso Confederacy. While it had a long history of defending its independence against the Western Marches, when confronted with a united and expansionist empire the prince at the time too the easier route of cutting a deal and preserving his position by swearing fealty to the Empress.

As  part of the Empire it had the highest concentration of Smokeshapers of any city outside of Turningford, who formed an organisation called the Pontifices, the members of which, were responsible for greating bridges to link the islands to the shore.

Stories and songs refer to the ‘Seven Islands’, and there’s some debate about the seventh island  - some use the phrase to mean ‘nowhere’ while others use it as a term for a position that you have found yourself in but cannot work out how you came there.

(suggestions - Mike: The smokeshapers in Vallard are an important power as they operate the bridges across the river and take a cut of trade. Presumably, there is a schism  between them and smokeshapers in turningford as they have access to wealth.

The flag of Valllard is a green/blue/green tricolor with six red triangles in the blue bit. The Royal flag has a seventh, golden triangle.)

The Groves

Beyond the River ____ lies a region claimed and controlled by Vallard and dominated by by small farms. The farms suffer a rare form of blight that is popularly believed to hail from the Lightless Jungle, which is difficult to detect, and renders infected fruit a dangerous toxin. Experienced locals can sort good fruit from bad, but their customers rely on their judgement, which makes the produce a difficult sale anywhere outside Vallard.

The Groves are controlled by a series of small forts known as the Thread, ‘manned’ by an elite cavalry force known as the Stitchers.

The Delta

At the end of the the River ____ it breaks up into a wide delta before plunging over the Great Falls. The Delta is a rich farmland plagued by crabs the size of man’s torso that emerge at night from the waters to hunt following vibrations in the soil and water. The locals make sure that they retreat to their stilt homes before sunset.

Reign Minions House Rules


I have a few problems with the way that minions work in Reign - basically that small groups of them aren’t threatening enough against the PCs and that large groups take too long to kill.


So here are my house rules:
  • Typical unworthy opponents are rated at 1, + 1 for military training, + (another) 1 for elite training, +1 for decent kit, + (an additional) 1 for excellent weapons & armour, +1 for being mounted, -1 for poor morale and +1 for excellent morale.
  • The rating acts as the difficulty for rolls to take them out (as in standard Reign)
  • The rating is added to the number of opponents to calculate their dice pool
eg. 3 guards in normal armour would roll 3d + 1d + 1d (military training) + 1d (decent weapons) = 6d, rating 3
eg. 10 elite light cavalry would roll 10d + 1d +2d (elite training) +1d (decent weapons) +1d (mounted) = 15d, rating 5


This works pretty well, meaning that even the last of a group of soldiers can be a threat, and that I don’t have to have unrealistic numbers of guards all over the place in order to worry the players.


Magic would give one of the following in order from least to most game-breaking:
  • +1 width for speed
  • +1 width to damage
  • x2 dice per individual in the group
  • attacks require width 3 or higher to take out an individual

I haven’t tried these out yet.