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Imperium Romanum - A fantasy campaign


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Re: Imperium Romanum - A fantasy campaign

 

Legend was a good Gemmell book. I read one whose title I can't remember' date=' Quest for (mumble) or something, which I think was one of his earliest books; it sucked.[/quote']

 

Quest for Lost Heroes. His technique was off in that one, and it was one of his unlikable protagonists books. I enjoyed it, but I can see why someone else might not.

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Re: Imperium Romanum - A fantasy campaign

 

SAMPLE STARTING CHARACTER

 

XU RUIBAI

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

14 DEX 12 12- OCV: 5/DCV: 5

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

3 PD 0 Total: 3 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

3 SPD 6 Phases: 4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost: 38

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

White Magic

15 1) The Sight: Detect Magic, and Spirits 12- (Unusual Group), Range, Sense

15 2) To Soar: Astral Projection (Astral Plane Only, Any Location), May Fly at 6", May Perceive (See and Hear) Material World From Astral Plane (50 Active Points); Increased Endurance Cost (x3 END; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾), Concentration (0 DCV; -½) 15

13 3) To Hear, To Call: Telepathy 4d6 (20 Active Points); Extra Time (Extra Phase, Only to Activate, -½) 2

 

Skills

3 Scholar

1 1) KS: Astral Plane (2 Active Points) 11-

1 2) KS: Shen Zhou Healing (2 Active Points) 11-

1 3) KS: Shen Zhou Philosophy (2 Active Points) 11-

1 4) KS: Shen Zhou Spirit Lore (2 Active Points) 11-

0 Language: Putonghua (idiomatic; literate) (5 Active Points)

2 PS: Calligraphy 11-

5 Power - Taoist Theurgy 13-

3 Language: Latin (completely fluent)

2 WF: Common Martial Arts Melee Weapons

 

Total Powers & Skill Cost: 62

Total Cost: 100

 

50+ Disadvantages

20 Psychological Limitation: Devout Shen Taoist (Common, Total)

10 Social Limitation: Subject to the orders of Master Chai (Occasionally, Major)

10 Hunted: Master Chai 11- (Mo Pow, Watching)

5 Money: Poor

5 Social Limitation: Outsider (Occasionally, Minor)

Notes: As a humble Shen traveling outside of his nation, Rubai sometimes must face prejudice.

 

Total Disadvantage Points: 100

 

Background/History: Xu Ruibai's parents sold him to Master Chai, a traveling Taoist magicker, when Ruibai was a toddler. Now a compact, well muscled teen, Ruibai has spent most of his life training in Taoist Theurgy. So far, he has only shown a Talent for the White, though one day he hopes to reach the Black and Green. Recently, Ruibai's master dispatched him on a journey into the lands of the Imperium

 

Personality/Motivation: Ruibai is a kind hearted young man, and a devout Shen Taoist. On the surface he seems content to serve his master. Below the surface, he feels a deep sense of loss over having been sold by his family, and harbors an intense desire to gain recognition and acceptance in the world. He finds his current physical distance from his master a great relief, though he wouldn't admit it.

 

Quote: "I warn you; I have strange and terrible powers!" "Ow! Stop hitting me!"

 

Powers/Tactics: Ruibai has shown significant Talent for White Magic. He is able to hear the surface thoughts of others, sense the presence of magic and spirits, and send forth his Astral Body to explore, though doing so requires time and concentration. He also has some skill at improvisation within the bounds of Taoist Theurgy.

 

Ruibai is more a clerk than a warrior, but he has been trained in the use of weapons. He is also exceptionally fast, and quite strong for his age and size. While he may not be a warrior of note, it would be a mistake to underestimate him in personal combat.

 

Campaign Use: Sample starting character, sidekick, student, scout. Tweak the sheet slightly and he becomes a reasonable shaman or local magicker. Add a Heaven Stone or Blood Stone and Ruibai is quite formidable.

Appearance: Good looking Shen lad in his teens, compact and fit. Usually wears the robes of a Shen Taoist monk.

 

Copyright Robert Dorf, 2007

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Re: Imperium Romanum - A fantasy campaign

 

Religion in the Great Empires - Part 1

 

The dominant religion of the Imperium Romanum is Buddhism, at least in numerical terms. Buddhist doctrine began its spread West into Greece from the empire of Magadha in the time of the great Emperor Ashoka, Beloved of the Gods. The miracles of the Green and Gold were freely shared with the poor by Magadha Buddhist monks, winning them great popularity among the lower classes. The native priests of Grecia, Egitto, Macedonia and lesser nations failed to actively resist this intrusion; Buddhism did not demand the exclusive devotion of the faithful, and while the monks were willing to heal the sick and feed the hungry, they were not willing to provide the more lucrative services accessible from practitioners of the Black and the grimmer aspects of the White and Green. Buddhist pacifism and fatalism held little appeal for the rich and powerful, especially in a time marked by wars and conflict, but also posed little apparent threat. Things changed after the blessed Ashoka’s death (through refusal of the gift of further life) in the year 609 R. Political leaders and rabble rousers increasingly used Buddhism to unite subject peoples against the soaring power of Roma and the still vital power of Grecia and Egitto. Conflicts between the state (itself intimately tied to the priesthood) and Buddhist groups grew ever more violent, until the time of the Divine Caligula. Guided by his great-grandmother, the Divine Livia Augusta, Caligula made peace with the most powerful of the Buddhist sects in the Imperium, offering them the full protections of the state in exchange for a public withdraw from political life. This accorded well with Buddhist teachings, and while Roma Buddhism has continued to be a powerful force in daily and cultural life, since that time it has rarely matched the power of the Imperial Cult in politics. The ties of Roma Buddhism to the Buddhism of Magadha and Shen Zhou remain strong, and movements in each have influenced monasteries across the continent.

 

The Imperial Cult and the Church of Roma continues to exercise great influence in the lives of the common people of the Imperium. The Mystery Cults continue to thrive, and the majority of Citizens venerate their most prominent ancestors. Religious practice tends to be highly transactional, with priests accepting payment in exchange for promised services from the gods. Thanks to the power of the White, Black, Green and occasionally Gold, these services are delivered just often enough to keep the faithful coming back. It is well known that richer donations or greater services are more likely to find favor from the gods. Mystery cults abound, and conquered peoples are encouraged to continue to follow their own religions, so long as the priests of those religions do not preach rebellion against Roma.

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Re: Imperium Romanum - A fantasy campaign

 

Religion in Shen Zhou

 

Buddhism, Taoism, and faith in the Heavenly Court exist in relative harmony in Shen Zhou, with little conflict seen on the surface between the clergy. This was not always the case. So far as historians are able to ascertain, Buddhism first came to prominence in Shen Zhou in the time of the Emperor Han Ming-ti, with the establishment of the White Horse Temple. Legend has it that the monk Xuanzang was the primary proponent of the scriptures, assisted by Sun Wukong, Zhu Bajie, and Sha Wujing. While Xuanzang was a strict pacifist, his disciples were astonishingly accomplished masters of both magic and the fighting arts; indeed, all three were purported to be members of the Heavenly Court. Sun Wukong in particular established an epic body of myth and story.

 

Buddhist and Taoist monks and monasteries enjoy a level of freedom from overt political interference in Shen Zhou that seems enviable to their counterparts in the West. The secret of this relative freedom is both worldly and spiritual; with Xuanzang (purportedly) came the secret of feeding the Gold. This may be why the Emperor Ming-ti called the Buddha the “Golden God”. Taoists eventually developed methods of feeding the Gold themselves once they had been shown it was possible (though these methods never quite equaled those of the Magadha Buddhists), as did the mystery cults of the West. Taoists had long trained warriors and magickers in their temples, a tradition the Buddhists soon copied, despite the doctrine of pacifism. Indeed, this doctrinal conflict triggered the split between Magadha Buddhism and Shen Buddhism. Historically Shen Buddhist and Shen Taoist gangs, temples and armies have occasionally fought one-another, with the Emperor’s loyalists acting as a third force to try to keep the peace. This has led to the rough balance that exists to this day, with the Emperor’s forces unable to press too hard outside of their centers of power for fear of losing the support of the temples and the common people, and the Buddhist and Taoist temples in wary and sometimes strained alliance against the less personally powerful but far more numerous (and, it must be said, tactically sound) forces of the government. The imperial family has carefully cultivated blood ties with the more powerful Buddhist and Taoist temples since the time of the Kangxi Emperor, who took the then unprecedented step of giving his sister in marriage to Wei Xiaobao, a peasant who had risen to become the most powerful mystical warrior of the age.

 

The common people of Shen Zhou do not concern themselves with political maneuvering. They are content to know that the Emperor and Temples provide security both physical and spiritual, and that the Celestial Emperor reigns above all.

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Re: Imperium Romanum - A fantasy campaign

 

Immortals

The White, Black, Green, Gold and Red each offer their own path towards greatly extended longevity in the world of the Imperium.

 

Those talented in White magic may sometimes remain active in the material world for some time after the deaths of their physical bodies. As incorporeal spirits, they may advise friends, students and descendants, and even (in the cases of those talented in Black magic) continue to pursue the goals they had in life. A spirit Talented in Black magic can possess the living while incorporeal, and it is not unknown for a family with a particularly powerful ancestor spirit to voluntarily invite such possession. Malevolent or merely lost spirits may attempt to permanently possess infants or toddlers; some scholars suggest that all instances of reincarnation are in fact examples of such possession. Spirits that regularly possess living hosts risk losing their own memories and personality, particularly in the case of weak spirits or particularly strong willed hosts.

 

Green magic offers the healing of wounds and enhancement of the body’s own immune systems. A patient given regular care by a master of the Green can expect to extend his lifespan considerably, though certain cancers and other diseases remain untreatable. The very rich, who can afford such care, may expect life-spans in excess of 100 years, baring death by violence. A master of the Green who chooses to extend his own life can easily reach his second century, again baring death by misadventure. Some great masters of the Green are rumored to be truly physically immortal. The human mind, however, is not well suited to immortality. Those who pass the century mark may begin to find it increasingly difficult to relate to the shorter lived. Memories fail, and the motivation to remain involved in the world fades. Green fed immortals that have passed the second or third century mark may be quite removed from interest in human society.

 

Gold magic may offer the most attractive path to physical immortality. The Gold can regenerate and rebuild the physical body and even the brain without risk of unintended side effects, and without the need for personal magical Talent. Few diseases or maladies can resist it. Kings and Emperors have paid vast fortunes, begged and warred to obtain fragments of Heaven Stone in order to safely extend their lives. Still, even a Gold fed immortal will feel the weight of his memories, of watching loved ones die and the world change around him while he remains unchanging. Few Heaven Stone fed immortals choose to pass the third century mark, even when given the opportunity.

 

Red magic offers a darkly seductive road to immortality. Hell Stones, like Heaven Stones, can feed and heal the body even if the user is without magical talent. However, the nature of the Red will eventually pervert the healing process. Deformity, madness, Lycanthropy and Vampirism await the user of Red magic who chooses to seek eternal physical life. Many users of the Red, already thoroughly corrupted, do not find this prospect daunting.

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Re: Imperium Romanum - A fantasy campaign

 

Feeding the Gold

 

“The little bastard’s around here somewhere!”

 

The brigand’s voice was low and coarse, but Ruibai heard it clearly from his hiding place in the stables. Ruibai cursed his own lack of caution and common sense, and looked down at the tiny Heaven Stone in his hand. Only a few slender threads of Gold remained.

 

“Come out, boy!” called one of the men, falsely friendly. “Come on out and we’ll let you go!”

 

Ruibai shrank deeper into the corner. His first mistake had been boasting of his Talent. He had hoped that being seen as a magicker rather than a foreign wanderer would have brought him some respect in this Brittani village, as indeed it had. Then the tavern keep had asked Ruibai to heal his wife. Ruibai’s second mistake, and the more serious one, had been letting the tavern keep see the Heaven Stone. Had he used the power more covertly, the older man would have thought him a master of the Green, thanked him, fed him and sent him on his way. Instead, the awe struck man had told his patrons of the young Shen magicker and the Heaven Stone.

 

“Give us the stone, and live!” The men were local toughs, brigands who preyed on traders outside the village and spent their wealth here. They had not been intimidated by Ruibai’s pose as a man of power and now here he was, hiding in the straw. There were at least half a dozen. Even with the Heaven Stone, he could not beat them without killing them, and six men dead because Ruibai had been boastful would be unrighteous.

 

Regretfully, Ruibai looked down at the Heaven Stone. It glowed more brightly, and the boy vanished from sight. Invisible, he made his way past the hunters. Just as he reached the cover of the trees, the stone went black, and Rubai re-appeared. As quickly as he could, Rubai made his way from the village.

 

Hours later, Ruibai sat on a river bank, examining the black stone and considering his luck. His few possessions were still back in the inn, lost to him, but in the end that meant little. He still had the stone. Ruibai closed his eyes, and reached for the state of karuna bhavana. He struggled to let go of anger and fear, reaching for forgiveness and compassion. Using the White, Rubai opened himself to the stone. An hour passed. Faintly, the black stone began to take on a golden glow.

 

Feeding the Gold: Mechanics

 

Mechanically in HERO System, a Heaven or Hell Stone is a Variable Power Pool that may draw on one of two Endurance Reserves. The size of the VPP and END Reserve will vary with the size of the stone. A small stone, the size of a finger tip, might have a 20 point VPP and two 100 point END reserves (one for Red Magic, one for Gold). The largest stone officially known in the campaign is the Stone of Erlang Shen, held by the Shen Emperor. It is roughly the size of a large man’s finger, and offers a 240 point VPP and two 1,200 point END reserves.

 

Gold Magic may not take the Reduced Endurance Cost advantage. Gold Magic may not take the Charges or Side Effects limitations. Costs END only to activate may be appropriate, with the GM’s permission. Other advantages and limitations are acceptable, subject to GM approval. Some in-game effects, such as using Gold Magic to change a character’s age or extend his lifespan, are best achieved by spending character points with the special effect of “Gold Magic”.

 

Gold Magic must draw on the Gold END reserve, Red Magic on the Red END reserve.

 

A Heaven Stone with a fully charged Gold END reserve will appear to be a quartz crystal emitting a golden glow; as the END reserve is depleted, the glow will fade, and black lines will appear on the stone. When the END reserve is entirely depleted, the stone will appear to be entirely black.

 

It is possible for both END reserves to be fully charged at the same time, but it is not possible for the Gold END reserve to recover while any END remains in the Red END reserve. A stone carrying both Red and Gold END will display a mix of Red, Black and Gold coloration.

 

In order to re-charge the Gold Magic Reserve, the stone’s holder must use the Meditation skill or an appropriate Magic skill, connect to the Stone using White magic (Telepathy or Astral Projection will both do), and meditate for at least one hour. While meditating, the stone’s holder must concentrate on positive emotions (love, compassion) and be free of negative emotions (grief, hate, anger, fear). The GM determines if these conditions have been met; a successful Meditation roll should be sufficient. Having experienced strong negative emotions in the last 72 hours may impose a penalty of -1 (an intense argument, dark or bitter thoughts, rejection) to -9 (a violent confrontation in which the character killed with malice in his heart). Psych limits such as Enraged, Greedy, Casual Killer, etc may impose penalties of -5 or more.

 

Xu Ruibai’s stone looks like this in HERO terms:

 

24 Heaven Stone: Variable Power Pool, 20 base + 4 control cost, (30 Active Points); OAF (Stone of Power; -1), Limited Class Of Powers Available Only Gold or Red Magic (-¼)

 

7 Gold Magic Reserve: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OAF (Heaven Stone; -1); REC: (10 Active Points); Slow Recovery 1 Hour (-2), Limited Recovery (Gold Magic Limits; -2), Requires A Meditation or appropriate Magic Skill Roll (Variable RSR; -¼)

 

6 Red Magic Reserve: Endurance Reserve (100 END, 2 REC) Reserve: (12 Active Points); OAF (Hell Stone; -1); REC: (2 Active Points); Limited Recovery (Red Magic Limits; -1)

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Re: Imperium Romanum - A fantasy campaign

 

Feeding the Red

 

The pale young monk walked through the labor camp, trying to hide his tension.

 

“Haemon!”

 

The call made the pale young monk jump, and his hand moved into the folds of his robes. Then he recognized Euadne, and his body relaxed. He offered a rare, shy grin.

 

Euadne smiled widely, eyes shining as she rushed to the pale young man. She embraced him, then stepped back and took his hands in hers. “Haemon, you’ve returned! How was the journey?”

 

Haemon met the eyes of the young woman. “Very fine, miss, very fine. I was able to secure an excellent price on timber. The first wagons should be here in a few days.” He could not help but notice the warmth of her touch.

 

Euadne squeezed Haemon’s hands. “I am not surprised, Haemon. What merchant could out bargain you?”

 

Haemon stood slightly straighter.

 

“But what of my father?” asked Euadne. “When shall he return?”

 

Haemon stiffened again, his face going blank. “I did not ask, miss. He has much still to do in the city.” He released the girl’s hands, pulling away. “I have business, miss. Please excuse me.” He walked swiftly past the girl towards the overseer’s tent.

 

Euadne’s face fell as she watched the young man go.

 

Haemon’s hand drifted into the folds of his sleeve. The dagger was still there. He entered the tent.

 

Inside the site foremen and engineers stood waiting around a large and solid oak table. They were big, tough men, men who could be trusted to push the freedmen and slaves until the project was done. Haemon greeted them politely, his hand now drifting to a hidden pouch containing a small, red stone.

 

The pale young monk’s fingers lightly rested on the stone as he spoke, his words oddly compelling, his eyes showing a faint hint of red. “Daidalos will be gone for some time. He has business in the city. It is his wish that I convey his orders until his return. My voice is his.”

 

All save one of the men shrugged or nodded dumbly. Nikias, an older man, hard faced and sharp eyed, shook his head briefly as if holding himself from sleep. “And you have written instructions to this effect, boy?”

 

Showing no surprise, Haemon nodded. “The rest of you may leave. Nikias, pleas stay. We will go over Daidalos’s instructions together.”

 

The men shuffled out, subdued. Nikias’ face was openly suspicious. In his eyes was the faintest spark of fear. “Well, boy?” he growled.

 

The pale young monk walked around the table, his face without expression, his right hand disappearing into the left sleeve of his robe. Snake swift, Haemon’s hand emerged and struck, slashing a thin red bladed dagger across the throat of the older man. Nikias fell backwards to the ground, neck open and blood spraying.

 

Haemon used his left hand to pull the black-veined red stone from its pouch. He leaned down over Nikias and pushed the stone into the dying man’s open throat. The black veins in the stone became thinner, Nikias’ blood washing over and sinking into the stone. Nikias began to convulse; Haemon held the older man in place until he stilled.

 

“Haemon?” Euadne called as she stepped into the tent. The flap fell shut behind her.

 

Still concealed by the oak table, Haemon reached into Nikias’ throat and pulled out the stone. A few black veins remained. Unthinking, Haemon stood and faced the girl. Blood covered his face and robes.

 

“Haemon?!” Euadne stumbled back a step.

 

As if from a distance, Haemon tried to speak a lie, to spin a tale and calm the girl. Words failed to form. Almost as a stranger in his own flesh, he watched as his legs carried him across the table to land before the girl. Trapped, disconnected, he watched his right hand pull the blade across her throat, his left insert the stone.

 

As if from a distance, he watched his hands guide her fall, hold her. The remaining black veins in the stone closed. The stone began to glow.

 

Haemon pulled himself away from the dead girl, dropping the knife. He threw himself back, trembling violently, shaking, eyes wide, face white beneath a mask of blood. The dead girl watched with empty eyes.

 

He whimpered, and then bit down. He forced himself to reach into the girl’s neck and pull free the stone. It hummed comfortingly in his hand.

 

Haemon looked down.

 

There were two bodies to dispose of, but the Hell Stone was fully charged.

 

It was probably for the best, thought Haemon. She’d made him weak, and she would have been unhappy if she’d learned he’d killed her father.

----------

Feeding the Red – Mechanics

In HERO terms, a Heaven or Hell Stone is a Variable Power Pool that may draw on one of two Endurance Reserves. The size of the VPP and END Reserve will vary with the size of the stone. A small stone, the size of a finger tip, might have a 20 point VPP and two 100 point END reserves (one for Red Magic, one for Gold). The largest stone officially known in the campaign is the Stone of Erlang Shen, held by the Shen Emperor. It is roughly the size of a large man’s finger, and offers a 240 point VPP and two 1,200 point END reserves.

 

Red Magic may not take the Reduced Endurance Cost advantage. Red Magic may not take the Charges limitation. All characteristics purchased through Red Magic must take the Costs END limitation. All Red Magic must take the Side Effects and Requires a Skill Roll limitations (see below). Costs END only to activate may be appropriate, with the GM’s permission. Other advantages and limitations are acceptable, subject to GM approval. Some in-game effects, such as using Red Magic to change a character’s age or extend his lifespan, are best achieved by spending character points with the special effect of “Red Magic”.

 

All Red Magic must take the side effect “Transformation Attack: Inflicts (disadvantage) on user.” The GM will determine what disadvantage will be inflicted. Possibilities include mental disorders (Enraged, Berserk, Casual Killer, Paranoia, No Empathy), minor deformities (Pale Skin, Enlarged Canine Teeth), gross deformities (Gigantism, Dwarfism, Horns), or anything else the GM deems appropriate. Vampirism or lycanthropy may also be reasonable choices. The reversal condition for the Transformation will generally be an appropriate counter-transformation using Gold Magic.

 

Red Magic also requires a skill roll, “Ego Roll or appropriate Magic Skill”, at a value of -1/4.

 

Gold Magic must draw on the Gold END reserve, Red Magic on the Red END reserve.

 

A Hell Stone with a fully charged Red END reserve will appear to be a quartz crystal emitting a red glow; as the END reserve is depleted, the glow will fade, and black lines will appear on the stone. When the END reserve is entirely depleted, the stone will appear to be entirely black.

 

It is possible for both END reserves to be fully charged at the same time, but it is not possible for the Gold END reserve to recover while any END remains in the Red END reserve. A stone carrying both Red and Gold END will display a mix of Red, Black and Gold coloration.

 

In order to re-charge the Red Magic Reserve, the stone’s holder must immerse the stone in the blood of a still living or very recently deceased (within the last minute) creature. The stone will then start taking recoveries. How many recoveries will vary. The GM should consider the following Blood Rubric:

 

The Blood Source gave his blood voluntarily or took 1 BODY or less of damage: 1 recovery.

 

The Blood Source died, was in great pain, suffered extremes of fear during the recharging process, or resisted violently: 2 recoveries

 

The Blood Source was very young, had magical Talent, or was a close blood relative of the stone holder: 4 recoveries

 

The Blood Source was a trained magicker, had strongly positive psych limits (Code versus Killing, Protects the Innocent, In Love with __________), had supernatural gifts, or was loved by the stone holder: 8 Recoveries.

 

An animal or voluntary donor can never offer more than 4 recoveries per hour no matter the circumstances.

 

In the story Feeding the Red, Nikias is an older man with no magical talent and no particular virtues. He dies violently, but with no special pain. His death would feed the stone perhaps three to five recoveries. Euadne was an innocent young woman, had the psych limits “Charitable” and “In Love with Haemon”, died violently and in great fear, and was arguably loved by the stone holder. Her death was worth at least 12 recoveries, and could have been worth 28 or more depending on the GM’s judgment. When Haemon chooses to feed the stone with his own blood, he is a magicker voluntarily offering his blood, and thus can never offer up more than 4 recoveries per hour.

 

Haemon’s stone looks like this in HERO terms:

 

24 Hell Stone: Variable Power Pool, 20 base + 4 control cost, (30 Active Points); OAF (Stone of Power; -1), Limited Class Of Powers Available Only Gold or Red Magic (-¼)

 

7 Gold Magic Reserve: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OAF (Heaven Stone; -1); REC: (10 Active Points); Slow Recovery 1 Hour (-2), Limited Recovery (Gold Magic Limits; -2), Requires A Meditation or appropriate Magic Skill Roll (Variable RSR; -¼)

 

6 Red Magic Reserve: Endurance Reserve (100 END, 2 REC) Reserve: (12 Active Points); OAF (Hell Stone; -1); REC: (2 Active Points); Limited Recovery (Red Magic Limits; -1)

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Re: Imperium Romanum - A fantasy campaign

 

Jon Shannow FTMFW!

 

I like your take on the Red Stones. I'm probably going to use something similar for Bloodstones in my Age of Reason game. Though, I haven't wired my brain strongly enough to think in game mechanic terms like that. maybe you should do some more work on your magic system so there is more for me to steal.

 

Thanks!

 

Much <3,

 

Sav

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Re: Imperium Romanum - A fantasy campaign

 

Jon Shannow FTMFW!

 

Always a favorite.

 

I like your take on the Red Stones.

 

Thanks.

 

I'm probably going to use something similar for Bloodstones in my Age of Reason game. Though, I haven't wired my brain strongly enough to think in game mechanic terms like that. maybe you should do some more work on your magic system so there is more for me to steal.

 

Glad to have it used, though I'd rather direct lifts be cited. :)

 

What areas of the magic system would you like to see more on? Answering questions is an excellent way to flesh out a world. ;)

 

I'm mainly thinking of doing something on the empire of Totun, Black and Green Magic, and on Vampires and Lycanthropes.

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Re: Imperium Romanum - A fantasy campaign

 

Jon Shannow FTMFW!

 

I like your take on the Red Stones.

 

One more quick point.

 

While this magic system is strongly influenced by Gemmell, specifically Knights of Dark Renown, the Jon Shannow and Stones of Power books, Echoes of the Great Song, and the Drenai books, it mixes and matches elements from each and adds a bit to get the flavor I was looking for. It's not a straight adaptation.

 

Most importantly, I wanted the Gold stones to be rechargeable. It reduces the advantage enjoyed by bloodstone users a bit. For a more faithful adaptation, the gold stones of power should be impossible to recharge, but the most powerful users of magic should be able to achieve the same effects eventually given experience / faith.

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Re: Imperium Romanum - A fantasy campaign

 

Oddhat,

 

Are there any different races in your world, other than humans? Elves, dwarves, etc.? If the Red magic corrupts, creating those with the bloodlust (Weres, Vamps, et al), do any of the other magic slowly shape the users into forms more conducive to the use of a particular magic?

 

Then again, your system sounds rich enough without the elves....

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Re: Imperium Romanum - A fantasy campaign

 

Oddhat,

 

Are there any different races in your world, other than humans? Elves, dwarves, etc.? If the Red magic corrupts, creating those with the bloodlust (Weres, Vamps, et al), do any of the other magic slowly shape the users into forms more conducive to the use of a particular magic?

 

Not as such. I plan to go more into this when I get time.

 

Short form:

 

There are humans who through use of Hell Stones have been permanently reshaped into Vampires and other forms, as a group referred to as Lycanthropes. Animals reshaped by the power of Heaven or Hell stones are referred to as Chimera.

 

Most lycanthropes and chimera are unable to survive for long without magical support; a monster formed from bear, horse and man may look impressive and be deadly in its few hours or days of life, but there's not much it can digest and almost no way for it to eat enough to support its bulk. Humans who become Lycanthropes or Chimera may be able to draw on the Red or Gold to survive if they have a Heaven or Hell stone. Vampires and a small percentage of lycanthropes and chimera are luckier; the changes made in their bodies resulted in organisms that were self sustaining.

 

The Shen explorer Zheng-He mapped the coast of a southern continent (The Fire lands) said to be populated by outrageous chimera, and many reports exist of islands inhabited by men and beasts twisted into forms that seem unlikely. Sometimes these reports turn out to be accurate.

 

Practitioners of the Black are able to draw spirits from the Void and the Dreamlands to this world, and the most powerful of those spirits are able to show themselves and achieve a certain level of physical reality. Some reports of particularly astonishing monsters are actually reports of such spirits. The Dreamlands and Void themselves contain uncounted strange races, and stories of visiting the underworld or other hidden lands may be descriptions of trips taken to these Astral realms.

 

Practitioners of the White are able to find strange, alternate worlds by exploring the Mists. It is possible to use Gold or Red magic to open a gateway to these worlds and bring creatures through. Much speculation exists as to whether particularly odd creatures are gate travelers or true Chimera. Reports of the Sea People, the Ice People, and others may indicate entire self sustaining communities drawn through the gates.

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Re: Imperium Romanum - A fantasy campaign

 

Haemon, model starting sorcerer and a useful minor villain

 

HAEMON

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV: 5/DCV: 5

10 CON 0 11-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

18 PRE 8 13- PRE Attack: 3 ½d6

10 COM 0 11-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

3 SPD 5 Phases: 4, 8, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 44

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

7 Born Killer: Deadly Blow: +1d6 (Any bladed weapon)

7 Gold Magic Reserve: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); OAF (-1); REC: (10 Active Points); Slow Recovery 1 Hour (-2), Limited Recovery (Gold Magic Limits; -2), Requires An Appropriate Magic Skill Roll (Variable RSR; -¼)

6 Red Magic Reserve: Endurance Reserve (100 END, 3 REC) Reserve: (13 Active Points); OAF (-1); REC: (3 Active Points); Limited Recovery (Red Magic Limits; -1)

24 Hell Stone: Variable Power Pool, 20 base + 4 control cost, (30 Active Points); OAF (-1), Limited Class Of Powers Available Only Gold or Red Magic (-¼)

 

Skills

Killer

2 1) WF: Common Melee Weapons

9 2) Deadly with a blade: +3 with blades

16 3) Penalty Skill Levels: +8 vs. Hit Location modifiers with blades

3 4) Concealment 13-

1 TF: Equines

Persuasive

3 1) Acting 13-

3 2) Persuasion 13-

3 3) Trading 13-

9 Power: Red Magic 16-

3 Scholar

1 1) KS: Arcane & Occult Lore (2 Active Points) 11-

1 2) KS: Heaven and Hell Stones (2 Active Points) 11-

1 3) KS: History (2 Active Points) 11-

3 Linguist

1 1) Language: Gaulish (fluent conversation) (2 Active Points)

0 2) Language: Greek (Modern) (idiomatic; literate) (5 Active Points)

2 3) Language: Latin (completely fluent) (3 Active Points)

1 4) Language: Welsh (fluent conversation) (2 Active Points)

 

Total Powers & Skill Cost: 106

Total Cost: 150

 

75+ Disadvantages

10 Distinctive Features: Very pale, somewhat enlarged canine teeth, Red Magic tainted aura (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Enraged: Berserk If threatened with exposure or blackmailed (Uncommon), go 8-, recover 14-

10 Psychological Limitation: Casual Killer (Common, Moderate)

Notes: Haemon must fight to restrain himself from killing when it would be the easiest way to solve an immediate problem

10 Psychological Limitation: Power Hungry (Common, Moderate)

Notes: Will do anything for personal power or social status

10 Psychological Limitation: Obsessed with Magic (Common, Moderate)

Notes: Haemon's life has been a search for magic, hidden knowledge and supernatural power

10 Psychological Limitation: Low Empathy (Common, Moderate)

Notes: Haemon is no longer able to understand or appreciate the emotions or needs of others.

10 Psychological Limitation: Paranoia (Common, Moderate)

 

Total Disadvantage Points: 150

 

Background/History: When Haemon begged to study magic at the Tagia monastery, his father agreed to pay the ruinous fees in the hopes that the boy might one day restore the family's fading fortunes. His father even allowed Haemon to take the family’s last great treasure, a small Heaven Stone, in the hopes that his brilliant son would learn to feed the Gold.

For five years he worked, excelling in linguistics and history, mastering the knife and sword to an extent that astonished his teachers. He also showed no hint of magical Talent. The money ran out, and Haemon was informed that his time at the monastery was at an end.

Shamed, desperate to prove himself, Haemon turned to Red magic, feeding his family Heaven Stone with blood. As a sorcerer, he would find his destiny.

 

Personality/Motivation: A few years ago, Haemon was a good hearted if somewhat arrogant young man, determined to do his duty by his family and fascinated by magic. Now, corrupted by the Red, Haemon is a self-obsessed killer. He will do whatever needs to be done to increase his personal power and prestige, and must struggle to remember to act in a way that does not frighten and alienate those around him. As he no longer sees himself as "on the same level" as other humans, he often does not bother to do so. The part of the child he was that does remain is his fascination with magic. Haemon will do absolutely anything to increase his own magical knowledge or gain control of magical artifacts, most especially Stones of Power.

 

Quote: Anyone can feed the Red.

 

Powers/Tactics: Haemon will attempt to avoid conflict if he's not certain he can win. When he concludes that a foe must die, he will try to get his opponent alone, and will then use his Hell Stone to augment his personal abilities, most commonly by enchanting his dagger or turning himself invisible. He'll attempt to finish his enemy fast with a slash to the throat. Failing that, he'll attempt to disable them and then go for the throat. Once his target is down, he'll feed his Hell Stone.

While Haemon is not particularly strong, he is fast and remarkably good with knives and swords.

 

Note: Haemon has purchased his Hell Stone with points. If he is captured, or has the stone taken from him, he should soon regain it or obtain another.

 

Campaign Use: Minor villain, model Sorcerer

 

Appearance: A very pale young man with enlarged canine teeth, usually wears a monk's robes.

 

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Re: Imperium Romanum - A fantasy campaign

 

. . . Little bugger needs a swift kick in the groin. Nice little villain you've got there. :)

 

Thanks. He's the star of the Red Magic examples, and useful as a minor adversary. Considering that he has a good chance of disabling most opponents on the first shot with a dagger or sword, he's actually a bit more formidable than he looks.

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Re: Imperium Romanum - A fantasy campaign

 

SatinKitty's starting character for the campaign.

 

BECCA

 

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 ½d6

11 DEX 3 11- OCV: 4/DCV: 4

8 CON -4 11-

8 BODY -4 11-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

13 PRE 3 12- PRE Attack: 2 ½d6

14 COM 2 12-

 

2 PD 0 Total: 2 PD (0 rPD)

2 ED 0 Total: 2 ED (0 rED)

2 SPD 0 Phases: 6, 12

4 REC 0

16 END 0

16 STUN 0 Total Characteristic Cost: 14

 

Movement: Running: 6"/12"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

White Magic

15 1) The Sight: Detect Magic and Spirits 13- (Unusual Group), Range, Sense

32 2) Astral Form: Extra-Dimensional Movement (Related Group of Dimensions, Any Location), May perceive the material world (57 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -¾) Note: Becca may reach the Astral, the Void, and the Dreamlands. 6

12 White, Black and Green Magic: Multipower, 25-point reserve, (25 Active Points); all slots Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½)

1u 1) To Hear, To Call: Telepathy 5d6 (25 Active Points); Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

1u 2) Blindness: Sight Group Flash 2d6, Based On EGO Combat Value (Mental Defense applies; +1) (20 Active Points); Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

1u 3) Sending of Pain: Ego Attack 2d6 (20 Active Points); Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

1u 4) Sending of Glamours: Mental Illusions 5d6 (25 Active Points); Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

1u 5) Karitas: Healing BODY 2 ½d6 (25 Active Points); Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

1u 6) Call the Beasts: Summon 85-point creatures, Expanded Class of Beings Any animal (+½) (24 Active Points); Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

1u 7) Beast Speech: Telepathy 5d6 (Animal class of minds) (25 Active Points); Requires An Aristotelian Theurgy Roll (-½), Concentration (0 DCV; -½) 2

 

Skills

0 Animal Handler 8-

0 PS: Kitchen Wench 8-

0 PS: House Slave 8-

3 Stealth 11-

9 Aristotelian Theurgy: Power 16-

3 Linguist

1 1) Language: Gaulish (fluent conversation) (2 Active Points)

1 2) Language: Greek (Modern) (fluent conversation) (2 Active Points)

3 3) Language: Latin (completely fluent; literate) (4 Active Points)

0 4) Language: Welsh (idiomatic; literate) (5 Active Points)

 

Total Powers & Skill Cost: 86

Total Cost: 100

 

50+ Disadvantages

5 Distinctive Features: Magic Touched Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)

20 Social Limitation: 12 year old slave belonging to Appius Pulcher (Very Frequently, Major)

10 Psychological Limitation: Determined to earn her freedom (Common, Moderate)

15 Psychological Limitation: Fascinated by magic (Common, Strong)

 

Total Disadvantage Points: 100

 

Background/History: Born a slave in the house of Appius Pulcher (a merchant, vetran, and scion of a once illustrius family), Becca's mother passed while giving birth to Becca's brother (Hugo) when Becca was only five.. Becca has since been raised largely by the household staff, most importantly by Melina (head of the kitchen staff), who has served both as surogate big sister and mother.

 

Becca's magical Talent was revealed an early age. This has had its advantages. She has been treated exceptionally well even for a house slave, taught to read, write and figure, allowed unusual freedom, and even been granted tutelage by a local magicker.

 

Despite this, Becca is aware of what being a slave means, and fears her fate next year when, at the age of thirteen, Appius will no longer be obligated to give her a place in his household. Other slaves in her position might hope to be sold to a temple or nunnery, there to eventually earn freedom. Becca is determined to find her freedom sooner, and to pursue a worthy destiny.

 

Personality/Motivation: Becca is a cheerful and friendly girl, the product of a relatively comfortable childhood despite the circumstances of her birth. Amazed by the novelty of her own powers and the mystery of Magic in general, Becca hopes one day to become a legendary magicker in her own right.

 

Quote: Aye, teach me that!

 

Powers/Tactics: Becca is remarkably skilled in Aristotelian Theurgy, far beyond what might be expected in a child. She has shown Talent in the White, Black and Green schools of magic, displaying powers ranging from Astral Projection to Telepathy, Healing, and even speech with animals. She is often able to persuade smaller animals to perform tasks for her, within the limits of their abilities.

 

While Becca has considerable scope as a magicker, her powers are not yet great or entirely reliable.

 

In combat, Becca will generally retreat to a safe position and then snipe at the foe.

 

Campaign Use: Starting character. Note that while Becca has the power to travel to several realms touching on the Astral, as of yet she knows very little about them.

 

Appearance: Cute, 12 year old girl in tuic and hose. A patch on the tunic marks her as property of the house of Pulcher.

 

Character copyright Robert and Elizabeth Dorf, 2007.

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Re: Imperium Romanum - A fantasy campaign

 

Interesting character, although one has to wonder how a slave who could do magic would be treated --- feared? envied? hated? exploited? Especially if she is only 12...

 

Farther up in your thread, you mentioned that white magic leads to green and black. Do you represent this somehow in game terms (i.e., you must have a certain amount of points in white spells, etc. before you can get a Green spell), or is the idea of one magic opening the door to the others mainly a dramatic tool? This character is already showing White, Black, and Green magical talent --- so how did she manage to use White to bridge into Black and Green? Due to her great gift, was it an intuitive jump?

 

Also, won't the locals be wary of her --- she's young, powerful, and not under the watchful eyes of master magickers who could keep her from accidentally unleashing a chimera or baleful spirit accidentally...

 

I'll assume that there is something happening behind the scenes to explain this....

 

Finally, what about weather magic -- is that in the realm of Green? And where would the classic Fireball spell fit into your realm --- as a spell of the Red or Gold?

 

Very interesting and well done.

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Re: Imperium Romanum - A fantasy campaign

 

Looking back at your list of magic schools, Blue is noticeably absent. Perhaps its' a lost magic waiting to be re-discovered? Could it be alchemy or weather magic, or something entirely different?

 

Regarding the characters you've presented so far--- why did this character, Becca, end up with her spells in a multipower, while the young apprentice Rubai has his as separate spells? That would seem to give the young kitchen wench an unfair advantage, or is it that you want Rubai to have the flexibility of using more than one White spell at a time?

 

Again, thanks for posting such an inspiring thread of thoughts...

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Re: Imperium Romanum - A fantasy campaign

 

Interesting character, although one has to wonder how a slave who could do magic would be treated --- feared? envied? hated? exploited? Especially if she is only 12...

 

Also, won't the locals be wary of her --- she's young, powerful, and not under the watchful eyes of master magickers who could keep her from accidentally unleashing a chimera or baleful spirit accidentally...

 

I'll assume that there is something happening behind the scenes to explain this....

 

The attitudes towards magic section, linked from the first post in the thread, touches on this a bit. So does the religion in the campaign section.

 

A slave with the Talent represents a serious problem for her master. On the one hand, she's potentially tremendously valuable, much like a slave who was a musical, athletic or mathematical prodigy. On the other hand, she's potentially extremely dangerous. If her skills develop far enough, it will be impossible to safely keep her enslaved. While systemic abuse intended to break her might be applied, the combined risk of retaliation and of losing a valuable commodity makes that an unlikely choice for a master able to think ahead. Killing her outright is both wasteful and risky; hauntings are a real and concrete possibility as opposed to our own world, and slaves do have (very limited) legal rights. At her age of majority, she'll most likely be sold to a Temple or Nunnery where she can be controlled and trained, or to another magicker. Her master will gain a healthy profit and get rid of the problem.

 

I'll expand on how slavery works in a later section. It's a version of the Roman system made slightly less harsh through the influence of Buddhist doctrine and (more importantly) the cultural, political, economic and magical power of the temples. The issue has caused as much or more conflict in the history of the Imperium as it did in our own, made more complicated by the reality of magic and the absence of an industrial revolution.

 

As to the attitude of those closer to her own social class, her power marks her as an outsider, but so did her status as a slave (from the point of view of the freemen and citizens) and as a house slave (from the point of view of field slaves). Her fellows know that she'll likely end up a priestess or nun, which breeds envy, and they also know she may be genuinely physically dangerous (in our world, a witch curses you and if you believe at all then you worry that something might happen; in this one, a powerful witch can kill you with a look). She ends up being treated like a poor kid with great athletic talent, lionized by some, picked on as much as they can safely get away with by others. The same girl who begs to hear her future today might spread envy fueled whispers tomorrow.

 

Farther up in your thread, you mentioned that white magic leads to green and black. Do you represent this somehow in game terms (i.e., you must have a certain amount of points in white spells, etc. before you can get a Green spell), or is the idea of one magic opening the door to the others mainly a dramatic tool? This character is already showing White, Black, and Green magical talent --- so how did she manage to use White to bridge into Black and Green? Due to her great gift, was it an intuitive jump?

 

You must have, at the least, The Sight (White) to work Black or Green. You must have Astral Form (White) if you hope to bargain with spirits (Black). You must have Telepathy (White) if you hope to use offensive Ego powers (Black) or heal (Green). You must have Astral Form or Telepathy to feed the Gold. There are no prerequisites for Red. Multipower slots can fill prerequisites; if you have Telepathy as a slot, you can add slots of Ego Attack, Mind Control, etc.

 

Finally, what about weather magic -- is that in the realm of Green? And where would the classic Fireball spell fit into your realm --- as a spell of the Red or Gold?

 

The Green aids and supports life. In game terms, it covers powers with a Healing or Body Control SFX. Weather Control might be permitted by the Black (deal with an avatar of Zeus or Thor) or by the Red or Gold (which can handle pretty much anything). Fireballs are most likely to come from the Red or Gold, though a very powerful practitioner of the Black might manage one. I'm planning to talk more about this in expanded sections on the Black and Green later.

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