* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Myoshiman characters (OD&D) Started at 08-22-07 01:18 PM by Agathokles Visit at http://forums.gleemax.com/showthread.php?t=910690 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Agathokles Date : 08-22-07 01:18 PM Thread Title : Myoshiman characters (OD&D) Hi all, I've been doing some more work on Myoshima. Last time, we were discussing character races -- my idea was (and still is) that Myoshima (at least the Empire, the moon needs more races) can be played with using Rakasta (Alley and Mountain), Aranea, Wee Folk (Pooka, Drakes, Sidhe), plus Sasquatch and Tengu. Now, Rakasta (and Aranea to a lesser extent) use human classes. Some adaptation can be done to the standard classes, mostly by choosing the correct skills and weapons. Specializations require a bit of thought, but IMO can be handled easily as well. So, I'm going to outline what I've currently written down (I'm trying to finish a gazetteer-style booklet by next week) for the classes, starting with warriors, priests and mystics (thieves and wizards in the next installment...). I'm looking for comments both on the rules side (I'm not very strong on that department) and the setting side (other character types worth describing?). Thanks in advance, GP Warriors: Samurai: standard Knight, using Matara, Mishiya, and Daikyu WMs and Riding (Sabretooth Tiger), Art(Poetry), Language (Myoshiman poetic) and Reading/Writing skills (at first level); cannot be Chaotic. Ashigaru (commoner fighter): one Craft skill and Bargaining; WMs: spear, and any sword or dagger. Kensai (swordmaster): can start Skilled in any one weapon, cannot go beyond Skilled in any other weapon (except unarmed styles). Skills: Craft (Weaponmaking) and one Martial Arts skill. Can get Knight benefits if associated to a dojo (or by founding one). Sohei (temple defender): as Paladin, starting at any level; WMs: two among Naginata, Tetsubo, Hand axe and Battle axe; one religious skill (depends on religion); must be Lawful. Yamabito (mountain rakasta barbarian): Stealth, Survival (Mountains), Mountaineering. Cannot be proficient in Matara or Mishiya at first level. Can get benefits as a Druidic Knight by devoting himself to tribe shamans, and must be Neutral. Mystics: Buki (follower of Ganetra/Ssu-Ma): as standard Mystic, but cannot be Acrobatic; instead, and at the same cost, the Buki can get spellcasting abilities as a cleric of 1/2 level, round down (i.e., gets the first spell at level 4, and has maximum spellcasting abilities as a Cleric 8). Souryo (spirit-worshipper): standard Mystic, can be Acrobatic at the usual cost. Priests: Shimaja (follower of Ganetra/Ssu-Ma): as a specialist Cleric; can Analyze, Read Languages, and Lore spells; gets Concentration skill for free and +1 Int; Must take Read/Write language, Religion (Shima-do) and Ceremony (Shima) at first level. Favored weapons: staff or mace. Shinkan: as Ethengar Shaman, but can also have a ancestor spirit guide (in this case, the Shinkan must be Lawful or Chaotic). Myoshiman Shamans know a variant of the Hold Person spell that is effective on the undead; they can be of any alignment, though Lafwul Shamans receive, instead of an animal spirit guide, an ancestor spirit guide. This has several effects. First, the ability score bonus depends on the class of the ancestor -- Strength if he or she was a warrior, Intelligence if magic user, Wisdom if priest and Dexterity if rogue. The uncommon Bard (Kabukimono) ancestors gives a Charisma bonus, and non-classed ancestors bestow a Constitution bonus. The ancestor spirit also gives to the character an Intelligence-based skill related to his own knowledge (usually Knowledge of a given area or part of history, but languages and professional knowledge are also possible), and the Danger Sense skill. At 12th level, the character becomes able to contact more powerful spirits, who help him by using their powers, generally related to the dead and their knowledge -- equivalent to spells such as Speak with the Dead and Commune, cast at the level of the Shinkan. These powerful spirits may be contacted once per day, with a ceremony requiring one hour. On the other hand, Shinkan with ancestor spirit guides do not receive the shapechange and animal language powers. Chaotic Shinkan may choose to have either an animal or an ancestor spirit guide, while Neutral Shinkan always have animal guides. Shinkan must take the Spirit Lore, Ceremony (Kami-do) and Religion (Kami-do) skills at first level. Shinkan may only use swords, bows, spears or staves. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Traianus Decius Aureus Date : 08-22-07 02:12 PM Thread Title : Re: Myoshiman characters (OD&D) Very nice work! I look forward to seeing the full writeup. I have two comments for you. First, the samurai should be Lawful only. Service to one's daimyo (I think I've spelled that right) is the most important aspect of being a samurai. This devotion just would not be present in a Neutral. To give Neutral and Chaotic fighters a similar option, there is the Ronin- a lordless samurai (or renegade). The details of the two may vary a bit, but they would largely be equivalent. Secondly, I would make the Sohei have an alignment matching that of his temple. I would assume there are going to be temples of various Immortals and creeds, and they would all have defenders of this type. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Hugin Date : 08-22-07 02:29 PM Thread Title : Re: Myoshiman characters (OD&D) It's good to see you continue with the work on Myoshima. Are planning something like a mini-gaz? Traianus has some really good comments. The Samurai should definitely be lawful only - strict discipline and code. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Agathokles Date : 08-22-07 02:58 PM Thread Title : Re: Myoshiman characters (OD&D) Very nice work! I look forward to seeing the full writeup. Thanks :) I have two comments for you. First, the samurai should be Lawful only. Service to one's daimyo (I think I've spelled that right) is the most important aspect of being a samurai. This devotion just would not be present in a Neutral. To give Neutral and Chaotic fighters a similar option, there is the Ronin- a lordless samurai (or renegade). The details of the two may vary a bit, but they would largely be equivalent. You are right. And indeed Chaotic Samurai are not allowed. I'm less certain on Neutral Samurai -- take into account that, in this version, Samurai are as much as caste you are born into as a character class. So a Neutral character could become a skilled Samurai, though he may more easily become Ronin (e.g., by failing to commit seppuku when required, or by betraying his lord). As to Ronins, they are available in the complete writeup; they have no alignment requirements, but must have been Samurai first (so they may have changed alignment later, but could not start Chaotic from 1st level). Secondly, I would make the Sohei have an alignment matching that of his temple. I would assume there are going to be temples of various Immortals and creeds, and they would all have defenders of this type. I my current writeup, there are only two religions: Shima-do (the Way of Shima, aka Ssu-Ma or Ganetra). This is a Lawful Good religion. Priests (Rakasta and Pachydermions) are Clerics of Ganetra. Sohei must be Lawful. Kami-do (Way of the Spirits). This is a pantheistic religion that allows priests (Shamans, actually) of any alignment (Lawful and Neutral Shinkan have different focus, though). Sohei, however, are recruited and trained specifically for guarding temples by a commission of the imperial government, and live very regulated lives (moreover, many of them are retired Samurai). That's why the Lawful requirement. Neutral Paladin-like characters are possible, see the Yamabito -- these characters are similar to Druidic Knights. Yamabito shamans are basically Neutral Shinkan (just like those from Ethengar), and their religion is more oriented to natural worship than to ancestor worship. Their religion is rather marginal, since there are few Mountain Rakasta (200,000) compared to the overall population of Myoshima (3,000,000), but they are available as PCs (they replace Oriental Barbarians from OA, basically). Avengers are not directly taken into account -- they are quite rare, and generally followers of Entropic Immortals (Masauwu, Talitha, Hel or Danel Tigerstripes). Like Kuroshi and Kuromiko (priests and priestesses of these Immortals), they aren't covered in the current version of the player characters section -- they're supposed to be NPC enemies. Also, they're pretty different from standard Sohei, being individualistic bandit chiefs or evil cultists rather than temple guardians. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : havard Date : 08-22-07 03:02 PM Thread Title : Re: Myoshiman characters (OD&D) Looks interesting Giampaolo! :) Havard -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Agathokles Date : 08-22-07 03:34 PM Thread Title : Re: Myoshiman characters (OD&D) It's good to see you continue with the work on Myoshima. Are planning something like a mini-gaz? Traianus has some really good comments. The Samurai should definitely be lawful only - strict discipline and code. Thanks. Yes, I'm writing a mini-gazetteer (well, this time it's going to be nearly 50 pages, so it may be a not-so-mini-gazetteer ;) ) See my answer to Traianus on the issue of Neutral Samurai. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : OldDawg Date : 08-22-07 06:38 PM Thread Title : Re: Myoshiman characters (OD&D) Thanks. Yes, I'm writing a mini-gazetteer (well, this time it's going to be nearly 50 pages, so it may be a not-so-mini-gazetteer ) You have my salute and condolences ;) Myoshima (at least the Empire, the moon needs more races) can be played with using Rakasta (Alley and Mountain), Aranea, Wee Folk (Pooka, Drakes, Sidhe), plus Sasquatch and Tengu. Tengu are the raven-men, right? Seems like a good fit for the milieu. Less sure about aranea as a PC class, though. Recast as Myoshima's half-demons perhaps? (Mechanically, still an aranea). Other options for the week folk is inclusion of an oni-race. Outside of the Empire, pachydermions need a home. Okay, on to the classes. Assume everything I state is in terms of RC rules. Samurai: I assume that the Samurai "knightly-ness" begins at 1st, so demands, allegiance, etc. In Ghyr I listed as an option removing the 3-level drop for breaking allegiance, but for a samurai I would recommend keeping the rule. Also, a samurai should have a list of weapons he cannot use (ninja weapons, or those frowned upon as a woman's weapon like the naginata was). No shield either. I would also stipulate that a certain percentage of future skills have to be devoted to an art, history, or philosophy Ashigaru No bushi?:P Kensai (swordmaster) Kensai: start with only three weapon slots, two spent on specialized weapon. The main problem with the Kensai in the context of a fighter with WM, is that the scale tops out at GM (level 5). A fighter can ultimately earn 12 slots (or is that a non-fighter can get 12), so GM's are actually pretty common. Either the mastery levels need to be extended (with different kinds of goodies, and perhaps limited to only kensai) or a name-level option needs to open up. Knight-benefits with the affiliation of a dojo is probably not a good way to go. A kensai shouldn't have the ability to demand sanctuary and hospice from nobility, for instance. It almost makes more sense to make the Kensai a name-level option for the Samurai and Bushi/Ashigaru. PrC condition, as it were, as a fighter-type with expert mastery in the weapon. From that point on, all mastery is devoted to that weapon, and a power of some kind is gained for each level past GM. I'll get back later on the other classes. good luck, OldDawg -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Agathokles Date : 08-22-07 06:56 PM Thread Title : Re: Myoshiman characters (OD&D) Tengu are the raven-men, right? Seems like a good fit for the milieu. Indeed. Less sure about aranea as a PC class, though. Recast as Myoshima's half-demons perhaps? (Mechanically, still an aranea). Well, Aranea are extremely secretive just for that reason. If exposed, they would be killed as half-demons, indeed. Anyway, my idea is to allow them as Thieves as well as Magic Users, and to have at least one Aranea Ninja clan. Other options for the week folk is inclusion of an oni-race. Oni are a bit of a mess. Basically, they would be Ogre Magi, just like in Ochalea. Except that there are no goblinoids in Myoshima, unless they come by magic (gates or the like). Outside of the Empire, pachydermions need a home. Sure, they've got Kompor-Thap, which I'm assuming to be the Pachydermion homeland. Okay, on to the classes. Assume everything I state is in terms of RC rules. Yes, that's what I'm trying to use (occasional BECMI stuff may pop up, since that is my player/DM background). I assume that the Samurai "knightly-ness" begins at 1st, so demands, allegiance, etc. In Ghyr I listed as an option removing the 3-level drop for breaking allegiance, but for a samurai I would recommend keeping the rule. Also, a samurai should have a list of weapons he cannot use (ninja weapons, or those frowned upon as a woman's weapon like the naginata was). No shield either. I would also stipulate that a certain percentage of future skills have to be devoted to an art, history, or philosophy There will be little use of shield for all classes. As to other weapons, you are right, though there will be no hard rules -- most samurai would focus anyway on getting higher mastery with the matara first. And yes, Samurai can get the social benefit of their status at 1st level. No bushi?:P Well, actually the Ashigaru (foot soldier) is a conversion of OA Bushi. I'm using Bushi for a masterless Ashigaru. Kensai: start with only three weapon slots, two spent on specialized weapon. The main problem with the Kensai in the context of a fighter with WM, is that the scale tops out at GM (level 5). A fighter can ultimately earn 12 slots (or is that a non-fighter can get 12), so GM's are actually pretty common. Either the mastery levels need to be extended (with different kinds of goodies, and perhaps limited to only kensai) or a name-level option needs to open up. Knight-benefits with the affiliation of a dojo is probably not a good way to go. A kensai shouldn't have the ability to demand sanctuary and hospice from nobility, for instance. No, definitely not that kind of benefits! I was thinking to combat options. Anyway, there is a number of additional Martial Arts skills that the character can put his slots into and that are thaught only in dojos. Also, maneveur similar to those in http://www.pandius.com/martial.html can be used to allow greater levels of specialization. It almost makes more sense to make the Kensai a name-level option for the Samurai and Bushi/Ashigaru. PrC condition, as it were, as a fighter-type with expert mastery in the weapon. From that point on, all mastery is devoted to that weapon, and a power of some kind is gained for each level past GM. That's another option, but it requires a lot of additional rules... I'll get back later on the other classes. good luck, OldDawg Thanks :) GP -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Agathokles Date : 08-23-07 06:32 AM Thread Title : Re: Myoshiman characters (OD&D) Ok, I've revised the Kensei and Samurai entries, taking into account your comments. Here below you can find the complete versions of both. Thanks for your earlier input, GP Kensei Kensei, or sword masters are an uncommon type of fighter -- warriors devoted to perfecting their mastery of a single type of weapon. They are usually members of kenjutsu schools, mastering the matara, though masters of other types of weapons (such as the staff, bow, or spear) can also be found. Kensei are so focused on weapon mastery that they give little thought to social constraints, so female Kensei are unusually common. One notable school is entirely comprised of female Rakasta masters of the Naginata. If weapon mastery is used (in OD\&D), Kensei can devote one more weapon slot to their specialized weapon than other beginning characters (i.e., they can be Skilled if other characters can only have Basic proficiency). However, they cannot be more than Skilled in any other weapon, except unarmed combat. Kensei devoted to a school receive high level fighter combat options like Knights, even though they do not have any other benefit (social status, right of hospitality) of that specialization. Kensei must also take Craft (Weaponmaking), as well as one appropriate Martial Arts skill(see Section \ref{sec:soc:martialskills}) at first level. After obtaining Grand Mastery with their favorite weapon, the Kensei can continue specializing. For each slot spent on his favorite weapon, the Kensei can add one (reasonable) special effect from the Weapon Mastery list (except Double Damage, No Off Hand Penalty, and Strangle, which cost 2 slots each), or add a ST penalty (-1) to one existing effect, or extend one effect by one step (e.g., from Double Damage on 17-20, to Double Damage on 16-20). The DM must decide whether a given weapon can be used, even at extreme levels of mastery, to achieve the desired effect -- e.g., Matara cannot be used for the Entangle effect, but it could deal Double Damage (on a natural 20). Samurai Noble warriors, well-versed in administration and courtly matters, the Samurai are the backbone of the Myoshiman armies as well as the civil administration, at least in the countryside, as senior Samurai often become minor landed lords, stewards for more powerful nobles. Myoshiman Samurai specialize in handling traditional paired swords, matara and mishiya, and ride sabretooth tigers in battle. They receive equivalent benefits and hindrances as Mystaran Honorbounds (AD\&D) or Knights (OD\&D). The Samurai training includes the skills of Riding (Sabretooth Tiger), Art(Poetry) and Reading/Writing (which should not be automatic in this setting), as well as the Myoshiman court language, as well as Basic mastery of Matara, Mishiya and Daikyu. One half of his further skill slots must be spent on courtly skills. Moreover, he must take Basic mastery in Matara, Mishiya and Daikyu at first level, and should not take mastery in weapons traditionally associated with the ninja. A Samurai cannot be Chaotic, and is only rarely Neutral. A Samurai's mount is always a sabretooth tiger. The tiger is initially provided by the character's lord, and cannot be used for personal reasons. A PC Samurai can purchase his own mount once he has learnt the Animal Handling (Sabretooth Tiger) skill, for 3,000 gp. A renegade Samurai, or one that has lost his master for any reason, becomes a Ronin. Ronin are wandering fighters, generally trying to exact vengeance on whatever deprived them of their status -- or simply trying to survive the loss of station and wealth. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : stanles Date : 08-26-07 10:35 AM Thread Title : Re: Myoshiman characters (OD&D) Kensei must also take Craft (Weaponmaking), as well as one appropriate Martial Arts skill(see Section \ref{sec:soc:martialskills}) at first level. ?? [apparently replies have to be at least 2 characters] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : Agathokles Date : 08-26-07 12:10 PM Thread Title : Re: Myoshiman characters (OD&D) ?? Sorry, I cut & pasted a section from my working document, and did not remove internal links/references. The section referred details a set of skills (mostly existing, but there are a few adaptation of abilities from Dragonfist) that can be studied only at dojos. The list includes: Offensive Martial Arts (Str) Duelling (Int) Awareness (Wis) Blind Dodge (Wis) Blind Fighting (Wis) Chi Strike (Wis) Bravery (Wis) Reverse Strength (Dex) Ambidexterity (Dex) Defensive Martial Arts (Dex) Dodge (Dex) Fast Draw (Dex) Jump (Dex) Wind in the Reeds (Dex) Cool (Cha) Anyway, I've finished the geography section, I'll probably add just some NPCs and adventure hooks, so I'll post the final document by next week, hopefully ;) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:27 AM.