Thursday, July 18, 2013

Shameless Self-Promotion

I've slapped some images on this blog now and again, even some that don't deal explicitly with gaming and the occasional game related doodle/sketch. As I'm a technical illustrator with over 25 years of experience; my wife motivated me to finally start an Art blog last month and I figured I'd slap a link here as a shameless bit of self-promotion:

Monday, July 8, 2013

Revised Potion Brewing

Here are my revised potion brewing rules as they currently exist.

Potion level
A potion level is equal to the level of spell that the potion, powder, salve, or oil duplicates.

Each form of application requires a separate formula. An alchemists that are also a spell caster will learn but one formula upon learning a spell.
A formula will spell out what alchemical apparatus is required for that specific formula.  The formula for a powder  or salve may only require one different apparatus from that required by a traditional potion.
Formulas may be found on scrolls or compiled in manuals. After 3 successful brewing sessions a formula may be considered committed to memory of the alchemist and need not be on hand while brewing,

Any and all spells that require material components require the incorporation of a material component in the recipe of the spell and the expense of that component per dose. Components may be found in some apothecaries.

Special Ingredients
Some recipes will require special ingredients that must be acquired to brew the potion. The special ingredients will not morally be available on the open market and require special actions to gather and employ.

Alchemical Appartus
Each formula makes use of  different alchemical apparatti as mention above and discussed here .

Damaging Apparatus
Each apparatus is at risk every time a potion is brewed. Any botched roll may result in the ruin of each Alchemical Apparatus used. Brewing potions can get expensive.
The save bonus is  the materiel number added to a d20 roll against a target no of 15+ potion level.
A damaged apparatus is rendered unusable but not necessarily destroyed. 

Damage to Alchemical Apparatus
1. absolutely destroyed, nothing salagable
2. shattered into pieces.  the pieces may still be of some value but not in alchemy (10-30%)
3. Obvious fracture/pitting- obvious damage to the device makes it clearly unusable
4. Stained- the device is polluted in such a manner it is unusable until properly cleaned, cleaning attempts will take as many hours as the device number multiplied by the material number and a cost of 2% the items value and  will only be successful 50% of the time.
5. Irradiated- the device has collected and will emit low level radiations that render it useless for normal alchemy and a potential hazard to any user.
6. Minute Flaw- the device is rendered useless but only the skilled can tell that the hairline fracture or microscopic pitting have ruined the device.

Time to Brew a Potion
It takes one week (minimum) per potion level to brew a potion. the brewing process requires twic daily attention of a skilled alchemist.

Additional Cost
Each potion requires fluids, bases, acids, and fuels which are available in some market towns and certainly so in larger cities; special ingredients may also be required.
 Cost = level of potion x 20 in sliver shekels. (buying power of 10-30gp in regular dnd)

The Brewing Roll
Each week a potion is being brewed a d6 is rolled per skill rank of master alchemist and apprentice.
All successful rolls of 1-3 (plus INT task modifier) are tallied and the final score determines success and quantity brewed.
If three or more 6's are rolled in a single week the potion has been botched and disaster has resulted.
All aparatus used are exposed to potential damage (see above) and all present are potentially harmed.

Alchemical Brewing Disaster.
1. Noxious Fumes,  1d6 damage per spell level, save vs poison for 1/2 damage. Lingers for 10-20 minutes.
2. Acidic Cloud- 1d6 damage per level, save vs dragon breath at -4 for 1/2 damage. Lingers for 2-7 rounds.
3. Fire- 1d6 damage per level, save vs dragon breath for 1/2 damage, % chance of damage that area is set aflame.
4-5. Explosion. 1d6 per damage per level to all within 40'. Save for 1/2 damage.
6.  Radiation. 1d6 damage per level of potion, no save unless special protection available. Radiation lingers in area (lab or 30; radius) for 1 month per spell level requiring anyone who spends a day in the area to save or take half the dice originally suffered.

Alchemical disasters 2-5 require any formula scrolls or manuals present to save vs the initial incident or each round.

Success and doses produced.
A dose of a potion is successfully brewed per 5 points of successful rolls.
A dose of a salve is successfully produced per 6 points of successful rolls
A dose of oil or powder is successfully produced per 7 points of  successful rolls,
A pill is produced per 8 points of successful rolls.

Difference is applications.
A potion can only be imbibed by conscious being.
A salve takes 2 rounds to apply to a being.
A powder will effect all in a 5' radius per 3 levels. If save allowed save is at +2 vs the powder.
An oil will effect target of direct hit or application, there is a chance for partial effect to those adjacent who can be splashed. Oils can also be applied to weapons and other objects.

A Few Words

A  bunch of words I've recently been using in campaign/dungeon development.

Altar, chantry, font, shrine, reredos, tabernacle
Temples, shrine, chapel, sanctuary, cathedral, prayerhall
Tomb, crypt, sepulcher, mausoleum, grave, burialchamber
Coffin, pall, casket, sarcophagus, ossuary, urn
Relic, artifact, survival, vestige, monument, rememberance
Curse, anathema, bane, commintation, malediction, objuration
Rune, symbol, sign, morpheme. pictograph, glyph
Blood, claret. cruor, clot, sanguina, plasma
Tithe, capitulation, excise, impost, obligation, tribute
Pulpit, lectern, rostrum, podium, platform, dias
Reliquary, arca, feretory,  coffer, repository, case
Talisman, phylactery, charm, fetish, amulet, ward

Just felt like sharing.

Sunday, July 7, 2013

Gods of MOG

Here is a brief roster of the Gods of MOG.

Greater Deities
Emperor of the Dragon Stars- The Primary sky God of MOG
Queen of the Yellow Planet
Master of the Purple Moons
Garum Keeper of the Secrets of Stone- popular with miners,molemen and cyclops
Yvrak the Scream in the Night.- appeased by hunters, amazons, and pygmies, popular with assassins

Lesser Deities
Knights of the Seven SwordsL Urtos, Gwin, Branard, Almont, Dwin, Capros, and Sidard
The Fates- no one worships just one of the spinners of the skeins
Obernoth, the Elf King- generally only worshiped by men interested in magical secrets but offerings are left for him to thwart the attention of malicious faeries.
Brunhiltha, The Valkyrie Matron- very popular with amazons
Blaug, King of Toads and Vermin
Soalaz, Demon Prince of Pain
Das, Demon Lord of Gates
Yalm, The Roots of the Forest- popular with molemen
Vort, The Winter Wind
Abem, Lord of Ancient Lore
Mol, the Blind Seer
Zanatha, She of the Hundred Deaths
Rax, Stomach of the Bear and the Dog- appeased by hunters and pygmies.

Minor Deities
Bhaghates, the Opener of Windows and Doors
J'Haabbis, The Gardener of Wicked Seeds
Carnivorra, She Who Eats the Souls of Man
Morpheon, the Dreaming King
Sattos, The Watcher in the Sky
Xokk, the Guardian of the Black Sun
Braxivos, Warden of the Prison Plane
Whillit, The Secret in the Mirror.

Note: only 2 of the three greater gods are known by name the others are known by title only, they are mighty and powerful entities that seldom converse with mortals.

In my MOG campaign once a Acolyte of Zealot reaches second level the character needs to select a patron deity, no other class is required to do so. Some magical items and mystery altars only function beneficially for those that serve a god or who have recently sacrificed to it.

Greater Deites are a big deal recognized virtually everywhere, there have been few if any sighting in all of history. A greater deity can reshape the world on a whim.
Lesser Deities are less known in all places, they may have been seen on the world in the past few millenniums.
Minor Deities  will not be known to all and many a well versed scholar may know little more then their names. Curiously enough these are the netities most likely to be met by mortals.

Alchemical Apparatus

The following are the tables I'm using for my current campaign to determine what alchemical apparatus is needed in brewing potions, powders, and oils.

Each alchemical process will require the use of multiple specially prepared Alchemcial Apparati. Roll 2 times plus once per potion level on the two following tables.

1.  Earthen Ware
2.  Stone
3.  Ceramic
4.  Copper
5.  Brass
6.  Glass
7.  Steel
8.  Crystal
9.  Bone
10. Ivory
11. Silver
12. Hepatizon
13. Cobalt
14. Platinum
15. Lapis
16. Titanium
17. Galvrin
18. Aerthril
19. Orichalcum
20. Adamant

1.  Rod
2.  Plate
3.  Dish
4.  Spoon
5.  Bowl
6,  Mortar
7.  Funnel
8.  Phial
9.  Pelican
10. Athanor
11. Alembic
12. Beaked Alembic
13. Vaporizer
14. Immersor
15. Cemantato
16. Cumbistor
17. Reverbirator
18. Extractor
19. Sublimator
20. Circulator

In addition to the number of rolls the level of the potion being brewed may also impact dice rolls used to determine an apparatus. I'm going with this for my MOG campaign Level 1-3: d12s on each chart,  level 4-6: 1d20s for first apparatus and 1d16s for the remainder, 7+ roll d20's for each apparatus.

Pricing of Components
I'm going with the material number squared multiplied by the device number.
ex: Copper Bowl is material number 4 and device number 5 so that's (4x4) x 5 = 80 silver shekels on MOG, depending on your campaign that could easily be GP instead.
On MOG the prices for Alchemical Apparatus will vary from 1 silver shekel to 8,000 silver shekels for one apparatus.

Additional Cost
Each potion requires fluids, bases, acids, and fuels which are available in some market towns and certainly so in larger cities; special ingredients may also be required but these should be tied closely to campaign and spell.
Cost = level of potion x 20 (silver shekels on MOG)

Damaging Apparatus
Each apparatus is at risk every time a potion is brewed. Any botched roll may result in destruction of each Alchemical Apparatus used. Brewing potions can get expensive.
I'm going with a save bonus tied to the materiel number against a target no of 15+ potion level. It's quick and abstract and alchemical glass isn't really stronger then stone it's just less likely to be ruined by a host of alchemical mishaps that would render baser materials useless.