hocus pocus

An open-ended magic system I’m going to use for my simplified 5e game, but you could pretty easily hack it for most D&D-likes. Owes a lot to Pearce’s 5e ritual system.

A warlock or cleric can perform a ritual to achieve nearly any effect, as long as it pertains to a Ritual Court they belong to. The casting time of a ritual depends on its intensity, value, and utility; the more expensive and difficult the ritual’s effects would be to achieve using mundane means, the longer it takes to perform the ritual.

by Berta Lum

A ritual’s difficulty is determined by the value of the goods or services it replicates. Warlocks make a CHA check and clerics make a WIS check.

If it’s no dearer than a copper piece: DC 12 and take a Turn
If it’s no dearer than a silver piece: DC 14 and take an hour
If it’s no dearer than a gold piece: DC 16 and take a day
If it’s no dearer than a platinum piece: DC 18 and take a week
If it can’t be had for love or money: DC 20 and take a month, from new moon to full

As an example, if a Annie Oleander of the Ritual Court of Ash wants to kill a rival from afar, she might decide to fill his house with poisonous smoke. Because hiring an assassin to kill someone costs more than a gold piece, she must pass a DC 18 Charisma check and take a week. Unburning a spent torch, on the other hand, would only take a Turn and require a DC 12 check , because a torch can be bought for a copper.

Duration
A ritual’s effect has a usage die that represents its duration. Each time the ritual’s effects are used or strained in some way, check the die. Ritual effects are fleeting and the die should be checked frequently; a ritual-created sword might be checked every time it is used, while a golem created by a ritual might be checked every time it takes damage. The poisonous smoke Annie Oleander conjured would be checked every time her victim finished reciting a Bible verse or opened a window for ventilation.

The sacrifice a cleric or warlock offers as part of a ritual determines the size of the ritual’s usage die:

  • 1d4: requires nothing
  • 1d6: 1d6 HP in blood, a favor that takes a brief part of a session, or a component worth at least a copper piece
  • 1d8: 1d8 HP in blood, a favor that takes the better part of a session, or a component worth at least a silver piece
  • 1d10: 1d10 HP in blood, a favor that takes an entire session, or a component worth at least a gold piece
  • 1d12: 1d12 HP in blood, a favor that takes several sessions, or a component worth at least a platinum piece

The Ritual Courts

  1. Ash
  2. Mud
  3. Grass
  4. Corpses
  5. Beasts
  6. The Sun
  7. The Moon
  8. The Dark 

 

    the earth does not want you

    hey guys. it’s certainly been a while. i’ve been thinking about a weird fantasy florida, recently, out in the palm scrub, where everything is mean and sharp and unfriendly and unnavigable and really kind of beautiful in a careless sort of way.

    sinner
    her flesh moves like fire on her bones, her hair roils like a plume of smoke from her head, her feet barely touch the water as she strides across it and you smell the black magic in the air: hot metal and raw meat and ozone.

    • Each sinner knows a random cleric spell with a level equal to their HD. They can cast it at will.
    • Sinners cannot cross lines of salt or enter holy ground or consecrated buildings like churches, and they must flee the sounds of church bells and calls to prayer as if they had failed a Morale check.
    • Sinners can walk on water, walls, and ceilings; they are supernaturally light when it suits them, and any surface or structure that can support the weight of a crow will also support a sinner.

    corpse
    they are pale, luxuriously dressed in black veils and black lace, they move in groups of two or three, they dart about close to the ground in the edges of your vision. they never seem to be what they should, seeming to be very large and very far away, or else very small and very close; you always have to reach farther than you think to strike them with your weapon, but they can just raise their hand and touch you all the same.

    • Each corpse can cast a random magic-user spell with a level equal to their HD. They can cast it at will.
    • If a corpse sees an open grave (dug for the purposes of burying someone, at least 6 feet deep, a burial marker at the head of the grave), it must climb inside and lie down. If it hears properly recited funeral rites (INT check and a round of effort), it must make a Morale check. Corpses cannot cross lines of salt.
    • As long as nobody can see its point of departure or arrival, a corpse can teleport to any location in 120′.

    palm devil
    a figure standing at the edge of the pines, a little too tall to be human, the contours of its body beneath its ragged coat too long and slender, it’s holding a palmetto frond in front of its face, and when it turns to you, all the leaves on all the trees as far as you can see rattle, malicious and filled with volition

    • a palm devil’s face is indescribable; should anyone see it they must Save vs Magic or become Feebleminded. They will transform into a sinner by midnight of the following Sunday unless restored by Remove Curse.
    • Can cast Gust of Wind, Move Earth, and Plant Growth twice each per fight.
    • Can fly by riding its palm frond.
    • In a palm devil’s hands, a palm frond functions as a vorpal axe and can easily cut through any mundane substance.

    venomous augury
    someone has nailed a huge rattlesnake to the trunk of a dead pine tree at regular intervals, tied lengths of red silk to each nail head. it looks at you with wet human eyes and tells you something horrible.

    • the venomous augury knows everything, probably. A player can ask it anything and it will give them the true answer. This can amount to a wish–ask it where the elixir of eternal life it, and it will tell you, whether or not there was an elixir before you asked. However, every answer introduces an evil equal in influence or power to the wealth or knowledge being sought. Ask “where is the woman who will save the world?” and the augury is liable to answer “in the house of the man who will one day destroy it”
    • once someone has asked the augury a question, it forevermore appears to them as a stinking dead rattlesnake grotesquely nailed to a tree.

    prophet of mud
    a huge hairless face emerges from the muck in front of you. it does not bother to turn its head, but swivels its bulging yellow eyes towards you as it begins to hum a hymn

    • the prophet of mud is a third level cleric and knows Bless, Command, and Augury and can cast spells from its head or its hands.
    • the prophet can emerge from any body of mud. it can reach its hands up from any body of mud or murky water that is contiguous with the mud it head is in.
    • the prophet’s head and two hands get their own turn in the initiative order. it can only see what its head sees, naturally, but will feel things out with one hand to help the other.
    • the prophet can spend a round singing hymns to cast Rock To Mud at will.

    mother
    there is a mother deep beneath the earth, she once had a shell of many hard plates and swam with many sharp legs and saw with a constellation of many watchful eyes. she died long ago, when this land was still a sea, but she is still here, she is a hollow in the bedrock far below, a long spiral in the dark. sometimes she tells the land what it used to be, and when she does it listens.

    photos by me

      out in the swamp where the water is dark

      monsters in dungeons and dragons can feel very taxonomical, as if some fantasy Linnaeus separated the ghoul from the ghast and the wight from the specter. In practice, it’s just palette-swapping. However, I like the idea of monsters that suggest an unusual and inscrutable method of specifying one kind of creature from another.

      by Tim Waters
      distributed under CC-BY-NC-ND 2.0

      However, I also want there to be something of a blur between kinds of monsters. Monstrosity is something afflicted or achieved, it is a political category, a caste, a title. Bluebeard and Christman Genipperteinga are as much ogres as men; Elizabeth of Bathory was a woman, witch, and vampire. Monsters and witches can and should step on each other’s conceptual turf, just because neither are wholly one thing. 

      witches with beautiful hair
      Such a witch keeps his or her hair in a long braid, ornamented to look like a snake. A single strand of it, teased free and tied around the finger, wrist, or neck of a victim, ensures their compliance in all things; so long as the strand is still attached to her head, the witch can command it to sever the member around which it is tied. Neither distance no scissors are protection against this; a witch’s hair can stretch across oceans or over mountains, and no conventional means can cut it.
           Witch-hair is exceedingly fine, but a watchful witch-hunter can follow the hair from victim to owner. However, the witch can always use his or her victims as hostages no matter how far they may be, or even blackmail them into fighting their would-be rescuer.

      blood-swallowing witches
      A witch of this ilk has learned a very beautiful song that summons great swarms of mosquitoes. The witch then disperses them across the countryside to collect blood from her neighbors. When the mosquitoes return, they vomit the blood up into the witch’s pots and pans, which the witch then brews into vile liqueurs. Some are fatally poisonous; others simply delicious, while the most coveted restores a measure of youth to the drinker.
           A witch-hunter knows a blood-swallowing witch by their love of music, by their hidden or strangely stained pots and pans, and by the barrels they keeps but never seems to tap. Imprudent enemies of a blood-swallowing witch might find themselves exsanguinated by a storm of mosquitoes.

      witches whose shadows have eyes
      The most mysterious kind of witch. shadows cast by these witches have eyes, as if their owner had two holes in their head and light was streaming through. Their shadows do their bidding, rising up off the ground, gaining strength and substance. A witch’s shadow crawls about unnaturally, like a person trying to walk on all fours, but runs as fast as a horse and possesses the strength of two.
           These witches can only be caught by close examination of their shadow, or by their shadow’s absence when they have commanded it to run off and perform some wickedness. Witches whose shadows have eyes have been known to hide their nature and rise to positions of great power and prestige.

      witches who live under the mangroves
      These witches can hold their breath as long as they please. They carry heavy cudgels and live out in the mangrove swamp, where they float facedown in the waterways or thrash like a drowning swimmer so that they can bludgeon their rescuers unconscious and carry them away to a half-submerged larder. When they are not hunting, these witches sleep in the dark waters between mangrove roots, thinking black and briny thoughts and trading secrets with passing crocodiles.
           Witches who live under the mangroves are betrayed by the mud in their mouth, which they can never quite spit out and which prevents them from speaking well. The eldest witches of this kind are trapped below their mangroves, transfixed by slow-growing roots over the course of their century sleep. They are easy to destroy if discovered, but their mgic is powerful and filled with venom.

      by Guillaurme Schaer
      distributed under CC BY NC 2.0

      New Barbary Session 1, Delivery in La Habana

      I ran New Barbary/La Habana yesterday, and it went very well.

      The perpetrators:

      • An amnesiac Castilian deserter with a talent for fighting and a real gift for lying. He still remembers that the fort he was assigned to (Castillo de San Marcos in La Florida) is threatened by a mysterious curse or god.
      • Sol, A mysterious maskmaker practiced in botany and superior pact-making skills. She had a hard time lying and a nearly supernatural ability to get people to tell her the truth. She was contracted by a devil to repair its mask, which was destroyed by the same entity that threatens the Castillo de San Marcos–or so the devil says.
      by Christophe Meneboeuf, distributed under CC-BY-SA license

      They owed their cantankerous one-legged landlady 100 pesetas by the end of the week or she was going to sell off all their stuff, evict them, and alert the constabulary. They decided on approaching the Red Hibiscus Society for work, and were led to the bathtub-bound towering ex-bandit who led the Society: Uncle Yusuf. He told them to pick up a package from the House of Honey and Salt and deliver it to a dead drop location at the Old Royal Park.

      On the way, they evaded a pack of coyotes gnawing on a body in the abandoned urban areas around the Souk, and tripped over the body of a (extremely stabbed) courier. The letter clutched in his hand was addressed to Frederico Buendía, the owner of the biggest distillery in Cuba, warning him that the infamous pirate Sayyida al Hurra had stolen a major molasses shipment, which would cost him an enormous sum of money and drive up the price of rum catastrophically.

      Bearing this in mind, they pick up the package from the Saints. It’s pretty disturbing–they are told not to open the package, get it wet, breath heavily around it, or spend much time touching it. Sol asks for an extra blanket to wrap around it, and pretends she’s carrying a child. On the way out, she notices it’s a bit warmer than body temperature and might even be moving subtly. 

      On the way to Old Royal Park, they notice a man with a hat pulled low over his face following them. They set up an ambush and successfully capture him, forcing him to reveal he works for a rival gang (the Ivory Palm Guild). The Deserter knocks him out, and they steal his machete, a flask filled with a floral-smelling liquid, and a brick wrapped in paper–possibly a decoy for the package they are trying to deliver.

      They reach the Park without complication, hide the package, and successfully flee a group of Ivory Palm Guildsmen, including a limping figure clutching his head. However, while running away they stumble into two sorcerers who manage to catch up with them, helped by a dimly seen creature that blinds the Deserter. It’s a man and a woman–Rosa and Rodrigo–who Sol guesses correctly work for the Klatch. They were trying to prevent the Saint’s package from being delivered to the Red Hibiscus Society, but now that it already has been, they want Sol and the Deserter to figure out where it is being kept. They agreed, realizing the Saints and Society were probably up to no good and also recognizing that Rosa was probably going to shoot them otherwise.

      They return to the Red Hibiscus Society’s headquarters and receive their reward from Uncle Yusuf, with a small bonus for fending off the Ivory Palm Guild. Then they alerted Frederico about the impending rum-market disaster. He gave them a small award and agreed to let Sol and the Deserter join his expedition to get the molasses back (the Deserter lied about his Navy experience, and since Frederico thought he possessed “the steady gaze of an honest man”, he let them join). It would leave in a few days.

      The next day, the party, wanting more money so they could outfit themselves for their coming adventure, asked for more work at the R.H.S. They were told to deliver a sealed cask to the bastard Castilians, but on the way a mysterious, ragged man named Jorge asked if he could poison the cask, with the promise that it would only “cause digestive distress” and that his days as a smuggler would let him tamper with the seal without chance of discovery. They were very hesitant, but as Jorge enjoyed a cigarette they decided to let Jorge do it if he and his “many friends in lofty office” agreed to search for the R.H.S.’s hidden and guarded package. Jorge poisoned the cask, and the bastard Castilians took it without even looking Sol and the Deserter.

      Flush with cash, they went the Souk and bought themselves a rusted breastplate and a suit of tattered leathers for armor. Sol purchased some sacrifices so she could form a contract with one of the Souk’s Mercenary Gods, and settled on The Beast Among The Lilies, a jaguar-spirit that could strengthen the Deserter or fight on its own.

      We ended the session with Sol and the Deserter ready for the hunt for the pirate Sayyida.

      Lessons Learned

      • Vornheim remains the most useful rpg book I own. I went into that session with my blogposts on New Barbary and the following prep. Everything else I scribbled in during breaks or generated/rolled up from Vornheim.
      • This WaRP hack is going very well. The Klatch sorcerer that blinded the Deserter was just “Rodrigo: spirit of darkness 3D, 10 HP” and he did everything he needed to do.
      • D&D has a lot of granularity and mechanics I don’t really use because of the types of games I tend to run. If I were to run San Serafin has a hard dungeon crawl, I would definitely use D&D, but WaRP seems to work quite well for what I want to run right now.
      • San Serafin is still a location and the players actually laughed out loud when I said they could go there to look for treasure.
      • The players really like the shrines of Mercenary Gods at the Souk.

      things to do in La Habana

      It occurs to me that jinetero is a perfect term for adventurers, even if it doesn’t perfectly match the real-life contemporary definition. Anyway, here’s the lowdown on some of the player-adjacent factions in La Habana.

      Red Hibiscus Society
      A social club/trading consortium/gang based in La Habana. Their affinity for bypassing the Emir’s taxmen has made them natural allies of the Castilians of La Florida.

      The chief of the Red Hibiscus Society is Yusuf, a colossal ex-bandit who has given up direct robbery for the relative ease and comfort of running a medium-sized crime syndicate. He always smells of violet water, and is rarely seen outside of his bath–he’s had a porcelain clawfoot tub installed in the Red Hibiscus Society Hall where he conducts most of his business so he doesn’t have to get out even as he works.

      The Society regularly employs vagrants, vagabonds, and soldiers-of-fortune to carry out its interests, both legitimate and illegitimate, with at least one layer of plausible deniability.

      1. Deliver a sealed cask to the bar next to the Castilian embassy by the Docks. Expect trouble on the way, and do not open the barrel.
      2. Retrieve a package from the House of Honey and Salt, and deliver it at a dead drop location at the Royal Park. Wash your hands thoroughly with hot soap and water afterwards, do not breathe heavily around the package, and do not get it wet.
      3. Yusuf’s step-daughter is attending the Emir’s birthday and he suspects some pencil-necked egghead at the College is going to ask her to attend it with him. Explain to him why this is not a viable decision, but don’t do anything worse than breaking his knees.
      4. That bastard Admiral is holding out on Yusuf–the Castilian has, through various semilegal channgel, acquired Gran Morado, violet water made from the purest and most fragrant violets, said to restore vigor lost to age, bring good luck, grow your hair back, whiten your teeth, dispel melancholy, etc etc, but now he won’t sell it to Yusuf as promised. Help the Society seize some La Florida-bound shipments of fine liquor to help the Admiral see reason.

      Saints of Honey and Salt
      A religious order of sybaritic assassin-surgeons who operate out of hospital-brothel-temple-laboratories called Houses of Honey and Salt. They’re the best doctors in town, but also the best murderers-for-hire, so everybody needs them and nobody trusts them. Their influence is mostly a network of debt and favors–if you don’t owe something to the Saints, you owe something to someone who does. Everyone agrees they are Up To Something, but nobody really knows what it is.

      1. The Saints need a jaguar for their experiments. Definitely healthy and whole, preferably alive, but with a minimum of injuries if that isn’t possible.
      2. One of the Saints makes weekly rounds in Old Habana, giving free care to the sick. An upstart guild of sawbones have begun to threaten her and interfere with her work–guard her  this upcoming Sunday.
      3. A deliriously ill patient undergoing an experimental treatment has broken out of the House of Honey and Salt. Find them before the metamorphosis completes their illness gets the best of them.
      4. There was a pirate raid out east two days ago, and the Saints are expecting an influx of patients. Secure an emergency shipment of bandages and laudanum from the Castilians–and you don’t have to be friends with them afterwards.

      The Klatch
      A loose society of brujas, brujos, shamans, sorcerers, exorcists, theologians, and philosophers who frequent La Habana’s coffee houses and salons and who maintain correspondence with practitioners across New Barbary. They tacitly and informally police the supernatural community (such as it is) of La Habana, ensuring that devils, the dead, and hostile gods cannot hunt unchecked by more mundane authorities.

      1. The La Habana chapter of the Klatch believes a devil has taken up residence in the city. A reward of 50 pesetas to anyone who brings information leading to its banishment.
      2. The Emir’s favorite dancer has been possessed by a malicious spirit, and it’s taking most of her caretakers’ efforts just to keep it under control. Take a trip out to the Hungry Grandmother’s shrine and ask her for a purgative.
      3. An ambitious young thief has found a a djinni (again). His first wish was for a king’s fortune and his second was for 100 wives. Since you can surely imagine how well that’s going, get that brass ring off of his finger before he causes another international incident.
      4. The New Barbary Trading Company of Castile wants to build a warehouse and offices on what the Klatch believes to be the tomb of Blood Dews Upon The Lilies, a sainted ancestor liable to wake up again if disturbed. They aren’t listening to a bunch of witches, but perhaps you can find a way to be more persuasive?

      The Souk
      Almost any merchant in the Souk will part with goods or services in return for a favor. You can buy most things there, but here are a few of the odder services you can get:

      FOOD

      • a nice hot meal. 10 pesetas. A hot meal and a rest fully heals your HP, though you might have lingering injuries, depending.
      • ingredients. 5 pesetas. If you have the skills, you can cook a hot meal without paying a premium for it, and you can do it out in the jungle or bush if you bring the right equipment. 
      • snack. If you take 10 and eat a snack, you recover 1d6 HP. You can only do this 1/day OR 1/genuine hazard faced.

      TRANSPORT

      • emperor ghost spider. The most reliable form of transportation in New Barbary, these colossal spider spirits are bound and trained to carry passengers and cargo. Their castle-sized carapaces are hollowed out: the abdomen holds lodging and cargo storage, while their handlers work in the thorax and head, where the blood of their animal sacrifices propagates through channels carved into the spider’s chitin, and where the handler’s soothing prayers can more easily heard. The largest emperor ghost spiders can traverse across the shallower parts of the Caribbean, their legs long enough to reach the sea floor. 
      • magot porter. New Barbary macaques are big enough to stare a draft horse in the eyes without getting off all fours. They aren’t particularly fast, but they are strong enough to carry a person and all of their gear, and can traverse dense jungle and mountainous terrain. Overall reliable, handy, and peaceable, but if you do manage to anger or spook them they can pull your arms off without trying very hard. 
      • sedan chair. Mostly used in the city of Otra Tétuan. They have a faintly sinister reputation, since devils and the dead can use them to travel unseen, and powerful brujas will travel on sedan chairs carried by zombis. The spouses of Dead Ixe are infamous for being carried by their husband’s mummified servants. Normally, though, it’s old money, D-list royalty, and regular joes willing to pay a little extra for some swift and discrete transportation. 
      • cars. rare, expensive, loud, smelly. They drive spirits crazy, and most cars require apotropaics from front bumper to back just to keep ambient divine rage from shutting it down. Beloved by the nouveau riche and Flowerland industrialists. They can be rented. 

      HELP

      • Competent mercenaries and guards will work for 50 pesetas a day, plus danger pay.
      • Hooligans, desperados, and ne’er-do-wells will work for 15 pesetas a day, and might try to squeeze danger pay out of you if they think they can get it.
      • Minor ghosts and spirits will work for 50 pesetas in sacrifices a day, though they are more erratic than the living and might demand further favors.
      • Godlings, loas, orishas, and the like don’t really have a pay rate–you have to negotiate on a case by case basis, and you usually have to find a medium in good standing with the entity to want to call on first.

      westward the course

      Been wanting to run a little like Morrowind, a little like Tekumel, a little like Tartary. Magical realist Latin America if the Reconquista failed and some enterprising Berber made that fateful trip to what would become Hispaniola instead of Columbus. Think City of Saints and Madmen, Deathless, Dictionary of the Khazars, the Etched City, One Hundred Years of Solitude, House of the Spirits, Ficciones, Trickster’s Choice, Mononoke, and Wide Sargasso Sea.
      Because I am fascinated by but incapable of novelty, I am stealing Richard’s Countercolonial Heist Crawl rules, and applying a few changes to soothe my trad gamer anxieties.
      New Barbary

      La Habana
      The game starts here. The dastardly Castilians of La Florida have parked a flotilla of the coast, ostensibly to await the Emir of La Habana’s response to their treaty proposal but in actuality to violently extract concessions should he refuse. This has proven to be quite a kick to the anthill–the surrounding loose confederacy of caciques, sheikhs, bandits chiefs, and pirate captains who technically owe fealty to the emir are all scrambling to pick sides and ensure they come out on top once the dust settles.

      Otra Tetuán
      The biggest city in New Barbary, located near the real-life Panama City. Ruled by a cartel of traders and pirates, this is the metropolis where you can buy any good, purchase any service, or find any piece of information you might need.

      San Serafín
      Ruined nightmare island-city, filled with curses and monsters and treasure. 

      Hacienda San Cuervo 
      Lands in Western Cuba held by Ohache, the despicable Dead Man famous for the blood he demands from his tenants, servants, and slaves.

      CHARACTER CREATION

      Step 1: Determine Ability Scores
      Roll 3d6 for Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma. Only record the modifiers, except for Constitution. The total equals your HP.

      Step 2: Traits (Professions, Skills, and Specializations)
      1. Pick a Profession, like pirate or blacksmith or spirit medium. When you attempt a task that draws on the knowledge of your profession, roll 2D+ability score modifier. 
      2. Pick a Skill, like sailing, melee combat, metalworking, marksmanship, sorcery, charm, or pickpocketing. When you attempt a task that draws on your proficiency of this skill, roll 3D+ability score modifier. 
      3. Pick a Specialization, like seduction (versus the more general “charm” skill), swordsmithing (versus the more general “metalworking” skill), fist fighting (versus the more general “melee combat” skill), or curse-throwing (versus the more general “sorcery” skill). When you attempt a task that draws on your proficiency of this specialization, roll 4D+ability score modifier.  

      When you attempt to perform a task that does not comfortably fit any trait, roll 1D+ability score modifier.

      If all dice in a roll come up 6, you can roll again and add the new result to your initial roll. Keep on doing this every time you get all 6s. 

      Step 3: Determine Wonder
      Roll 3d6. Your Wonder trait has a number of dice equal to the modifier (treat negative modifiers as positive in this case). If the result is one or more, roll on the table below to determine what your Wonder is.
      1. Cursed to Die Unscrivened Upon The Banks of the Bosporus
      2. An Unnerving and Green-haired Beauty
      3. Knows the Secret Language of Spiders
      4. Receives Letters from the Prince of Monaco
      5. Tells and Is Told the Truth
      6. Dreamt of by Nearby Sleepers
      7. Courted Maniacally but Cannot Fall in Love
      8. Possessed by a Freakish and Crude Strength
      9. Served by an Erratic Spirit of Flame and Desire 
      10. Pursued by Storms
      11. Utters Prophecies in Ancient Greek
      12. Believes Self to be Reincarnation of the Queen of Sheba
      You can use your Wonder like any other trait (so if you are Cursed to Die Unscrivened Upon the Banks of the Bosporus, you can roll it to withstand any other form of impending death). The Referee may occasionally ask you to make a check with your Wonder to see if it comes into play in a certain situation.

      Step 4: Determine Gear

      Use Richard’s rules.

      THE GAME
      Teamwork

      We are using Richard’s collective action rules. This is mostly important for caciques, sheikhs, captains, chiefs, etc because when your posse is confronting another, you’ll be using this mechanic. This will be handy for brujas and sorcerers, since spirits count as helpers and magical warfare largely relies on how many ghost friends you have made.

      Magic
      Magic is subtle and specific. Most standard-issue D&D spellcasting, like creating light, throwing fire, or raising the dead is the preserve of spirits and demigods–ignoble humans like PCs might be knowledgeable in the supernatural (what repels types of undead, rituals to prevent a corpse from being raised as a zombi). If they’re very talented, they might be able to change the direction of the wind, give someone nightmares, or bless a couple with fertility. Otherwise, they have to bind or form pacts with spirits, find places of power, or work in concert with many other practitioners. 

      Combat
      Attacker makes a roll with their most relevant trait against the defender’s most relevant trait. If the attacker wins, the defender takes 1d6 – Armor damage (damage die might be higher with particularly effective weapons, but that’s the standard). Attackers can also attempt to disarm, tackle, shove, or make trick shots.
      Profession examples
      If you want to be handy in a fight:
      1. bandits
      2. pirates
      3. mercenaries
      4. bouncers
      5. caravan guards
      6. veterans
      7. deserters
      8. vaqueros
      9. boxers
      10. fencer
      11. knight/faris
      12. fencers 

      If you want to be tricksy, knowledgeable, or particularly able to navigate society:

      1. blacksmith
      2. student
      3. aristocrat
      4. poet
      5. burglar
      6. cacique/sheikh
      7. dancer
      8. prostitute
      9. journalist
      10. mechanic
      11. pickpocket
      12. merchant 

       If you want to be occult, holy, or generally magical:

      1. bruja/brujo
      2. spirit medium
      3. sorcerer/sorceress
      4. grave digger
      5. shrine tender
      6. exorcist
      7. charm carver
      8. herbalist
      9. savant
      10. oracle/prophet/prophetess
      11. maskmaker
      12. monster hunter

      here in the house of death

      a few gods with a focus on the way they interact with people and the way their worshipers perceive them. also, a demihuman race-as-species you should be able to slot in to most nearly any game. i tried to make it play distinctly from human characters without demanding a lot of buy in from players. borrowed some of the d&d language as word game rules in this dungeon of signs post.

      Heche Ke Eche
      Mama Muerte, The Sheikha of the Dead

      The first of the living to die, and the first of the dead to return to the Lands of the living. Pray to Heche Ke Eche to raise the dead, speak with the deceased, or save someone from death’s door. She is cruel, wise, patient, a friend to the dispossessed and an enemy of the arrogant. She likes rum, cash, cigars, and prefers her shrines and temples gaudy and personal.

      Worshipers of Heche Ke Eche pray like this: “Oye mama, I have a favor to ask you…” Praying to Heche Ke Eche is like asking your mom for money. Her most devout followers are scrupulously casual and try to never be impressed with anything. If they do not bow and scrape to their own goddess, why should they worry too much about you?
      El Grangúl
      Papa Fin, the Sheikh of the Dead

      Built the wall between the Lands of the Living and the Lands of the Dead. Pray to El Grangúl to exorcise ghosts, keep the dead in their graves, and your ancestors out of your business. He is orderly, condescending, charitable, and an enemy to liars. He likes sacramental wine (you can sometimes get him to bend the laws of nature if he’s drunk enough), golden doubloons, flowers, and prefers his shrines and temples symmetrical and carefully tended.

      Worshipers of El Grangúl pray like this: “Permiso, padre, I have something to ask you…” Praying to El Grangúl is like admitting to your dad you did something stupid. His most devout followers keep records of their prayers in black-bound ledgers, so that they always remember what their patron has done for them.

      The Gunsaints
      Sabata, Sartana, & Django; the Calamity Three; Pistoleros Santos

      The three best sharpshooters in the history of Labyrinthium; they killed each other in a three-way standoff and then banded together in a mythical shootout with Death itself. Now they are a tripartite demidivinity with power over Gunmetal, Gunpowder, and Lead. Pray to the Gunsaints to see your bullets fly true, to ruin the weapons of your enemy, and to successfully complete a mission of vengeance. The Gunsaints like bullets, antique guns, and personal mementos, and prefer shrines constructed in moments of desperation.
      Worshipers of the Gunsaints pray like this: “I swear by the three I’ll kill this motherfucker dead.” Praying to the Gunsaints makes you feel fierce and sick and angry. Their most devout followers carry three guns, one for each saint, so that they can better understand the act of murder.

      Other gods: Hatüey No-saint, Caracaracol, Shams del Sur, Al-Ra’ad al-Kasif, The Queen of Sheba

      The Cats of New Barbary
      A race for old school Dungeons and Dragons

      The Cats of New Barbary are not cats at all, but something like a leopard, something like an Old Barbary macaque, with clever clawed hands and yellow lamplike eyes. They stand three feet tall when crouched on all fours, and can walk on two, though they don’t like to. They aren’t quite as intelligent as humans, and they struggle to speak. The Cats of New Barbary often live in ruins claimed by the jungle, but they can integrate into human society surprisingly well–several regional saints are Cats, and an infamous New Barbary crime boss is one as well.

      Cats of New Barbary can be clerics, thieves, or fighters. They cannot be magic-users.

      • The Cats of New Barbary cannot wear armor heavier than leather regardless of class, and it costs twice as much to fit their inhuman frames. They cannot wield weapons, but their unarmed attacks deal d6 damage.
      • They cannot use scrolls or magic items, regardless of class, but there are a few methods for making their claws bypass supernatural immunities.
      • They can climb any surface a human could conceivably scale, and they do not need equipment or a skill check to do it.
      • They can run twice as fast when on all fours, but they can’t carry anything in their hands when doing so.
      • The Cats of New Barbary have a powerful sense of smell, and can track a scent they know as a bloodhound (4 in 6 chance of success).
      • Outside of New Barbary, the Cats do not enjoy the same legal rights as humans, and Cats unaccompanied by humans are frequently kidnapped, bought, sold, murdered, and chased away without repercussion.
      • The Cats of New Barbary can understand language as well as any human, but a Cat can only speak a number of words equal to its Intelligence score. These are chosen at character creation, and can be from any language. All Cats of New Barbary know sign language, which lets them communicate more freely with anyone who knows it, but their capacity for self-expression is limited–they cannot use any word with more than two syllables when communicating this way.

      contrarian alignment and extra spell schools

      New schools for Brendan’s spells without levels. (Spell duration is caster’s level by default.) It’s more Dark Souls-inspired stuff.

      I’ve been wanting to play around a little bit with subclasses and Spells Without Levels (or Wonders and Wickedness, the quite good book complication). Gating certain spell schools behind alignment seems like a good and simple start, but requiring a sorcerer to learn from an NPC is another good option.

      This post largely assumes you’re using Original Dungeons and Dragons or Delving Deeper, but it shouldn’t be too hard to adapt to another ruleset.

      Contrarian Alignment
      Lawful is primordial darkness, an awful and immaculate stillness, the deceased Titan-esque old order of gods, the undead. It is the nature of Dark and Law to be changeless, unending, antithetical to mortals.

      Chaos is light and day, the fire of the Sun but also Hell. The new order of gods, as well as demons, are Chaotic; It is the nature of Chaos and Light to be vital, changing, but also temporal. Chaotic creatures might be extremely long lived, but none of them are immortal.

      Hexes
      A strange and profane school of magic draw from the primordial dark that covered the Earth before time began. Only Lawful sorcerers can learn and cast hexes.

      by inoue takehiko
      1. Anaesthesia: one creature must save or lose the use of one of its senses (touch, taste, sight, smell, hearing), chosen by the sorcerer, for the duration of the spell.
      2. Darkness: the sorcerer screams, and all ordinary sources of light (torches, bonfires, lamps, lightbulbs) in earshot immediately extinguish and cannot be relit for the duration of the spell.
      3. Become Hexbeast: a sorcerer twists into a vaguely anthropomorphic and ivory-masked version of one of the following creatures, their face concealed behind an ivory mask. A sorcerer rolls randomly the first time they cast this spell, but afterwards turn into the same hexbeast every time. There is a way to make this spell permanent, at terrible cost. Sorcerers can still cast spells while a hexbeast, and retain their HP and HD.
        1. Ape
        2. Crocodile
        3. Giant Bat
        4. Giant Spider
        5. Wolf
        6. Young Roc
      4. Howl: the sorcerer howls, and all living creatures in earshot must make a Morale check
      5. Summon Phantom: the sorcerer calls forth the ghost of a dead humanoid. This hex requires that the sorcerer know the phantom’s name or have one of their dear possessions. The phantom has the same abilities and attributes as they did in life. If the sorcerer has more HD than the phantom, it will serve them loyally for the hex’s duration; otherwise, it must be convinced to take a particular course of action.
      6. Elegy: causes an immortal or inhuman being (such as an elf, djinni, vampire, or demon) to save or become mortal for the duration of the hex. They lose all intrinsic supernatural abilities and weaknesses (including damage immunity) and gain all of the advantages and disadvantages of being human.
      7. Excruciate: this hex takes a full round to cast; if the sorcerer takes damage while casting, the spell fails. Upon completion of this hex, all creatures within the sorcerer’s line of sight take damage equal to the sorcerer’s level in dice.
      8. Ruin: breaks a non-magical and inanimate object that can fit inside a number of cubic feet equal to the sorcerer’s level, such as door, sword, statue, piece of armor, or chain link. The nature of the break is up to the sorcerer; the object can fracture, break cleanly as if sliced, or collapse into dust.

      Hieromancy
      A school of magic taught in temples and churches that calls upon the refulgent power of Heaven.. Only Chaotic sorcerers can learn and cast hieromantic spells.

      1. Command: a number of HD of creatures obey a one word command shouted by the sorcerer. Can be cast upon a single creature with more HD than the sorcerer, but it is entitled to a save.
      2. Taboo: a number of HD of creatures are incapable of performing a one word ban shouted by the sorcerer. Can be cast upon a single creature with more HD than the sorcerer, but it is entitled to a save.
      3. Light: the sorcerer conjures a golden light that illuminates as a torch. It can be directed to float above the palm, head, or weapon of a willing creature. 
      4. Second Chance: rerolls the HD of a single creature. Unwilling targets may make a saving throw to resist.
      5. Creation: conjures an item with a value equal to or less than 100×caster’s level, which lasts for the duration of this spell.
      6. Panacea: cures a creature of a poison or disease afflicting them. If the poison or disease is magical, they must succeed a saving throw to recover.
      7.  Prophecy: determines if a particular course of action will lead to Weal, Woe, or Neither within a number of turns equal to the sorcerer’s level.
      8. Banish: all creatures of sorcererous, demonic, dark, or generally unholy nature must make a Morale check. If they do not have a Morale check generally, it is equal to 6+half their level.

      Pyromancy
      Only pyromancers can use pyromancy. Pyromancers have a number of Fire dice equal to half their level, rounded up. This represents the size of their internal Fire.

      Each time a pyromancer casts a pyromantic spell, they roll a number of Fire dice corresponding with the size of the flame they are creating or manipulating (e.g. if you are conjuring a torchflame in your hand, roll 1d6. If you are hurling a bonfire-sized flame at a monster, roll 3d6). If any of the dice come up 6, the pyromancer removes them from their pool of Fire dice, and note that their internal Fire has shrunk by a corresponding amount. If their are using fire as a weapon, they also use this roll to determine damage. Enemies may Save vs Breath for half damage.

      Level 1: (1d6) torchflame: can fit in the palm of their hand.
      Level 3: (2d6) campfire: can fit in a bucket
      Level 5: (3d6) bonfire: can fit in the bed of a pickup truck, requires two hands to hold
      Level 7: (4d6) pyre: can fit in a bedroom, requires two hands to hold
      Level 9: (5d6) conflagration: can fit in a barn, requires two hands to hold

      Pyromancers recover all of their Fire dice by resting in a warm, safe place. They can never have more Fire dice than the limit indicated by their level.

      Pyromancers can learn the following spells.

      1. Bolt: hurl a flame equal to or less than the size of your internal Fire.
      2. Extinguish: Put out a flame equal to or less than the size of your internal Fire.
      3. Enkindle: make a flame grow up to the size of your internal Fire.
      4. Remand: cause a flame up to the size of your internal Fire to unburn something it has consumed.
      5. Conflagration: conjure a burst of flame equal to or less than the size of your internal Fire
      6. Ancient Flame: cast upon ashes to determine what they were before they were burnt. The size of your internal Fire determines how old the ashes can be:

      (1d6) torchflame: a week
      (2d6) campfire: a year
      (3d6) bonfire: a decade
      (4d6) pyre: a century
      (5d6) conflagration: an epoch or more

      7. Transference: move a flame equal to or less than the size of your internal Fire
      8. Black Flame: cause a flame equal to or smaller than your internal Fire to stop shedding heat or light. 

      mischief afoot


      There is a city where nobody goes,
      a city of sepulchers, a city by the sea.
      It is ruled by a Sleeping King, bound deep inside the earth. 
      He dreams of a great dark kingdom, 
      he dreams the dead to life, 
      he dreams his people into monsters 
      and the day into endless night. 
      You have awoken on a beach of black sand. 
      The sun sits too red and too heavy on the western horizon, and the waters are cold and dark.
      You are in the city where nobody goes, 
      you are in the Dream of the Sleeping King.
      This place will not abide you, but how will you get out?

      LABYRINTHIUM: SAN SERAFIN
      The First Stratum
       (an old-school dark fantasy role-playing game setting featuring masked devils, mummified saints, jaguar witches, sybaritic assassin-surgeons, a looming apocalypse, Borgesian horror, and procedures for generating the seven levels of the worst city on earth.)
      San Serafín is a procedural urban point-crawl set in a Latin American necropolis, and includes 
      • several Original Dungeons and Dragons-friendly classes, such as animist-priest Mediums and crudely powerful Pyromancers
      • a setting-specific equipment list that assumes newly created characters start out marooned on a desert island
      • rules for salvaging and scavenging with little hope of finding civilization
      • a large cast of eccentric NPCs and unsettling monsters
      • other stuff



      Here’s a sample spread:

      pyromancer class

      A simple shooty-blasty magic class suitable for old school games. Intended to approximate Dark Souls pyromancy without getting too caught up in the specific mechanics of it.

      Pyromancer
      HP, XP, Saving Throws, and Combat Abilities as a Cleric.

      from dark souls

      Also called Fire Witches, Children of Chaos

      Every pyromancer has a piece of Fire in them. Not fire, but primordial Fire, the bright, smokeless flame from which the djinn were made, a spark of the flame that ignited the Sun.

      Pyromancers are invulnerable to ordinary fire and receive a +2 bonus to saving throws versus magical fire and dragon breath. When they do take fire damage, they subtract 1 from each die of damage. they take.

      Pyromancers have a number of Fire dice equal to half their level, rounded up. This represents the size of their internal Fire.

      Level 1: (1d6) torchflame: can fit in the palm of their hand.
      Level 3: (2d6) campfire: can fit in a bucket
      Level 5: (3d6) bonfire: can fit in the bed of a pickup truck, requires two hands to hold
      Level 7: (4d6) pyre: can fit in a bedroom, requires two hands to hold
      Level 9: (5d6) conflagration: can fit in a barn, requires two hands to hold

      Pyromancer can use pyromancy to do the following within 40 ft/sling range:

      • conjure a flame the size of their Fire or smaller in the palm of their hand for 1 Turn.
      • hurl a flame the size of their Fire or smaller.
      • extinguish a flame the size of their Fire or smaller.
      • move an existing flame the size of their Fire or smaller to any other spot in range

      When a pyromancer uses pyromancy, they roll a number of Fire dice corresponding with the size of the flame they are creating or manipulating (e.g. if you are conjuring a torchflame in your hand, roll 1d6. If you are hurling a bonfire-sized flame at a monster, roll 3d6). If any of the dice come up 6, the pyromancer removes them from their pool of Fire dice, and note that their internal Fire has shrunk by a corresponding amount. If their are using fire as a weapon, they also use this roll to determine damage. Enemies may Save vs Breath for half damage.

      A pyromancer can recover 1 Fire die by drinking a flask of oil. Pyromancers recover all of their Fire dice by resting in a warm, safe place. They can never have more Fire dice than the limit indicated by their level.

      But What About Fireball?
      Magic as practiced by wizards is fundamentally antithetical to fire. Spells like Fireball, Wall of Fire, and so on produces actinic wer-light that burns without heat and smells like burning metal. There is a piece of forbidden war magic known as False Sun that can create true fire, but only the most unsavory of sorcerers speak of it, and even then quietly.