Anyway, inspired by a combination of Guy's Greyhawk-to-FATE conversion work, this Adventures in Oz conversion of Gord the Rogue, and this rather meticulous (and ancient, by Internet standards) collection of notes on the Greyhawk of Gary's Gord the Rogue novels, I'm going to do my own "Spirit of the Sword" version of the venerable Gord.
Um, if I can remember enough about him, anyway. It's been a long time since I read those books -- junior high, maybe? -- so I might be better off statting up someone else. I'd do one of my own old Basic D&D characters, but they were all pretty cheatingly ridiculous, and had names like Legolas and Galahad (hey, I was, like, seven years old!), so maybe not. Let's do Gary's purportedly favorite character, Mordenkainen.
Some things will have to be changed here, since magic in "SotS" varies greatly from magic in D&D. I'm inclined to simplify things greatly with a catch-all Magic skill, throw in some evocative stunts, and let Guy come along and refine things with his magic system when he gets either a chance or the inclination to do so. I really like the suggestion of "commiting" Fate Points to cast spells, so I'm going to incorporate that, too. Also, this isn't the all-ass-kicking-all-the-time Mordenkainen -- y'know the one who plane-shifts to Earth to hang out with Elminster and Dalamar -- but a powerful yet playable version of him that could show up at your/my table without stealing the show (hopefully).
Mordenkainen
Skills:
Aspects:
- Great (+4): Magic
- Good (+3): Contacting, Lore
- Fair (+2): Melee, Resolve, Leadership
- Average (+1): Athletics, Alertness, Stealth, Empathy
Stunts:
- Oerth in the Balance
- Behind the Scenes
- Magnificent Mansions and Faithful Hounds
- The Circle of Eight
- Powerful Mage of the Flanaess
- Magic in My Blood
Refresh: 6
- Spy Network: +1 Contacting in Greyhawk
- Helping Hands: Spend a Fate Point to bring one or more assistants into the scene. You can have three Average assistants, two Fair assistants, or one Good assistant. Regardless, the assistants are built as companions with two free advances.
- Mordenkainen's Minor Disjunction: You've developed a technique for temporarily disabling magic items and lasting magical effects. By spending a Fate Point, you immediately dispel all lasting magical effects in your zone. In addition, make a Magic roll to disable magic items in the zone. The base difficulty is Great (+4) for an item with one improvement. Increase the difficulty by +2 for each additional improvement the item has. For example, a magic sword with a single improvement of "+1 to attacks Melee" would require a Great (+4) effort, but one with "+1 to attacks with Melee" and "+1 Resolve to resist fear" would require a Fantastic (+6) effort. Success indicates the items lose all improvements for the duration of the scene. Neither of these effects applies to you or anyone with whom you're in physical contact.
- Staff of the Magi: This potent staff carries three benefits to its wielder. First, it grants a +1 to any skill when defending against magic. Second, it provides three Fate Points which can only be used to commit toward spellcasting (i.e., they can't be spent to invoke aspects, make declarations, or anything else). Finally, there is the staff's retributive strike. By breaking the staff, the wielder releases a powerful explosion of magical energy to all creatures in his zone (including himself). This blast deals 6 stress for each of the staff's Fate Points that hasn't been committed to spells in the scene. For example, if the wielder has committed one Fate Point toward the casting of a spell in a scene then breaks the staff in a retributive strike, all creatures in the zone will take 12 stress. Instead of taking damage, the wielder may sacrifice all remaining Fate Points to plane-shift to another plane of existence. The specifics of this are left to the GM.
- Bracers of Defense: +1 Melee to defend against melee attacks.
- Ring of Spell Turning: If you obtain spin on a defense roll against a magical attack, the attacker takes stress equal your margin of success.
Okay, so it's not especially faithful to either the real Mordenkainen or "SotS," but I think he came out pretty cool. Heck, I'd play him. Hopefully Gary would've, too.
5 comments:
Well-played, sir. I like the old-school experience of hauling out the Basic D&D.
Truthfully, this year EGG's anniv snuck up on me.
But I had already planned on doing something special for April 7, as Dave A was always more my speed in the gaming bodhisattva department.
(and an official 'yah-budday' on the Fate points commit mechanic)
We'll see if work / family allows for time to play around with what you wrote.
FWIW, love the magic items: you echoed a few ideas I've been noodling around. Watch the skies, Dorothy.
Thanks! I really like how the Staff of the Magi turned out -- so easy and intuitive. The original, of course, lets you cast a bunch of spells, but that's easily represented with a few bonus Fate Points. After that, it was a short trip to the retributive strike.
BTW, the commit mechanic especially shines when it comes to magic items. It's very reminiscent of Doctor Who: AITAS in that sense -- gadgets come with a few Story Points that are used to "power" those gadgets.
One last thing, and I apologize if I missed this somewhere along the line:
What's the net effect to the average SotC-level character of 12 stress worth of damage? One consequence?
One Minor consequence, yes.
For "SotS" characters, it'd be Severe consequences all around.
In comparison, a fully-charged staff of the magi does 200 hp damage (25 x 8) to everything in a rather sizable radius.
Thanks for the link!
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