Thursday 17 October 2019

Thralls of Shadow: The Callac for Blood & Treasure


CALLAC

The Callac are an oft-maligned race, regarded with fear and suspicion by most other peoples. This is unfair in the extreme, as the Callac are not naturally evil, but it has been their great misfortune to be subjugated by more powerful races that are most definitely so. Thus the Callac’s natural talents for stealth and magic have been abused and set to work on sinister purposes. Most Callac remain under the thumb of evil powers, but in some regions they have been able to maintain a precarious independence, and it is these Callac who can be found making their tenuous way as adventurers. Given a choice, a Callac will pursue a Neutral alignment.

Callac are, on average, 36”’ tall and have a movement rate of 20’. Their appearance is unprepossessing, to say the least: they are wiry, with pallid skin, lank and greasy hair of a dank green hue. Their eyes are black and without pupils. Callac live for up to 300 years and commence play with their own language, Calzorak and one of the following tongues: Urugraz, Dal-qari, Ulekki or the local human lingua franca (usually Yrenaic or Kanastasi). They possess darkvision up to 60’.

Callac are tough and swift, adding +1 to Constitution and Dexterity, but are physically weak and timid, losing 2 Strength and 1 Charisma. They have the following minimum/maximum ability scores: STR 3/16, INT 3/18, WIS 3/18, DEX 8/18, CON 8/19, and CHA 3/17. They roll 1d6 + 2 for their Heritage score.

Callac are possessed of considerable talent for certain kinds of magic. Callac Magic-Users learn advanced conjuration, divination and necromancy spells as if their Intelligence score is 1 point higher, and when any Callac casts spells from any of those schools offensively, their target must subtract 1 from their Saving Throw. Callac also gain an automatic +1 to Lore, Move Silently and Hide in Shadows task checks.

Callac have the following classes available to them: Acrobat, Alchemist, Anticleric, Assassin, Bard*, Chthonic Druid, Demoniac, Demonologist, Diablo, Magic-User (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter), Pariah, Priest (Death, Scholar, Travel, Trickster, Weird), Prophet, Saboteur, Scout, Sentinel, Shadowdancer, Shaman, Sorceror, Thief, Tomb Raider, Warlock, and Wizard Hunter.

They may also pursue the following multi-classing options: Alchemist-Demonologist, Alchemist-Thief, Anticleric-Assassin, Anticleric-Thief, Assassin-Enchanter, Assassin-Necromancer, Assassin-Priest (Death or Weird), Assassin-Wizard Hunter, Enchanter-Thief, Acrobat-Sorceror, Sorceror-Scout, Sentinel-Wizard Hunter, Sorceror-Thief, Sorceror-Assassin, Thief-Demonologist and Thief-Diviner. 

*Callac Bards are known as Whisperers, and replace the Bard ability to Carouse with the ability to learn Advanced Necromancy spells (in addition to the normal Basic Magic-User spells) and the Shadowdancer bonus to Hide in Shadows (when within 10’ of shadows). They also lose one spell of each level per day, and must be Chaotic or Neutral in alignment. 

Friday 11 October 2019

An Elf-Kindred - The Mantarq for Blood & Treasure


The many different peoples (gathered together under the generic heading ‘Elves’) of this still-mighty race are found scattered across the New Kingdoms, in closely guarded kingdoms, hidden realms, subterranean cities or in camps in the wilderness, far from the depredations of human civilization.  All of the considerably variant Elf-kinds are detailed below, but it must be noted firstly that all Elves (even the non-magical Silver Elves) share the traits noted in the Blood & Treasure 2nd edition Rulebook (except where differences are noted below).



Fair Elves (Mantarq)

Deemed by some – although not usually themselves – to be the ‘highest’ kin of the Elves, the Fair Elves are seldom seen in modern times. It is thought that many of the Mantarq have left the world of Verkhün for a paradisaical dimension of their own creation, as safe from the woes of the world as they can contrive. 
However, it is known that some do remain on the Material Plane, usually in the mighty living city Larelain, the Shifter (so named for its habit of moving to different sites around the world – and the multiverse!), or dwelling in the lands of the Keltheldar or Vandori. These folk are motivated to remain in Verkhün by multiple concerns, usually altruistic in nature: some Fair Elves have appointed themselves guardians of particular artifacts, teachers of a certain people or protectors of a region dear to them. Others simply love the world and wish to fight to preserve it. Most Mantarq are Lawful in alignment: it is not unheard of for a Mantarq to be of a different alignment, but it is a very rare occurrence. Such a one generally goes down in history as a great leader, great terror…or both.
Fair Elves average 72” inches in height and have a movement rate of 30’. They are the tallest of the Elves. Their skin is a pale blue, and their hair is silver or white, whilst their eyes are a brilliant indigo. The Mantarq live for 1500 years, and begin play knowing the following languages: Ketelcqa, Old Kantari (their native tongue), Vaerylle and Vandori.
Fair Elves are possessed of considerable force of personality, gaining +2 to Charisma and +1 to Intelligence and Wisdom. They are not physically strong, however, taking a -1 penalty to Strength. The Mantarq have the following minimum/maximum ability scores: STR 3/17, INT 9/18, WIS 8/17, DEX 4/18, CON 3/18, and CHA 10/19. They roll 2d6 + 6 for Heritage.

Fair Elves share most of the standard traits of Elves, but lose their bonus to Move Silently and chance of Finding Secret Doors, instead gaining the ability to manifest a visible aura of golden light once per day (increases to twice at 6th level and thrice at 18th level). This aura in its basic use grants a temporary bonus equivalent to half the Fair Elf’s level (rounded down, minimum of one) to their Charisma score for one round per level.  Alternatively, it can function as a light spell for 1 minute per level, or provide a temporary Magic Resistance score equivalent to the Fair Elf’s Charisma score + 2% per level (one round per level) or increase AC by the Fair Elf’s Charisma bonus for one minute per level.

They may pursue the following classes: Alchemist, Bard, Cavalier, Chevalier, Cleric, Defender, Druid, Fey Mage, Fighter, Gallant, Knight of Flowers, Leech, Magic-User (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter), Marksman, Monk, Paladin, Priest (Creation, Guardian, Scholar, Travel), Ranger, Scout, Sentinel, Shaman, Sorceror, Valkyrie, Warlock and Wizard Hunter.

They may also pursue the following multi-class options: Bard-Cleric, Bard-Cavalier, Bard-Scout, Cleric-Fighter, Cleric-Sentinel, Defender-Druid, Defender-Leech, Defender-Abjurer, Diviner-Ranger, Diviner-Sentinel, Diviner-Scout, Sentinel-Abjurer, Scout-Abjurer and Ranger-Abjurer. 

Thursday 3 October 2019

Goblins Ahoy! Three Cultures for Blood & Treasure


GOBLINS
The Goblins are – in general – a race of rather unpleasant, conniving and violent humanoids that dwell on the wild fringes of civilised lands. Once a purely subterranean people, the small and thin Goblins have long since emerged into the sunlit world and made a place for themselves. Although their society appears rudimentary and primitive, they are well capable of organisation on a large scale, and are known and feared as marauders. There are four distinct groupings of ‘surface’ Goblins, of which three are detailed below:  

Desert Goblins

Desert Goblins are vicious killers, shaped by their life in the harshest of settings. They think nothing of treachery and have no concept of honour. The primary means to success in Desert Goblins society is brute force and low cunning.    Almost all Desert Goblins are Chaotic, although there are Neutral and even Lawful factions among them.

Desert Goblins average 36” in height and they have a movement rate of 20’. Their skin is a dusty shade of tan and their yellow eyes are fixed in a perpetual squint. They seldom live for their full 160 years and begin play with their own language, Tur.

Nimble and tough, Desert Goblins gain a +2 bonus to Dexterity and +1 to Constitution, but their small stature, untrustworthiness and limited mental capabilities cause them to take a -2 penalty to Charisma and a -1 to Strength, Intelligence and Wisdom. They have the following minimum/maximum ability scores: STR 3/16, INT 3/17, WIS 3/17, DEX 6/19, CON 4/18, and CHA 3/15. They roll 1d6 +2 for their Heritage score.

Desert Goblins gain surprise on a roll of 1-3 on 1d6 in deserts or wastes, and are surprised on a roll of 1 in the same environments. In addition, they gain +1 to hit whilst fighting in deserts and +1 to Survival, Tracking, Move Silently and Hide in Shadows task checks (this bonus increases to +2 in deserts).

The extremely untrusting nature of Desert Goblins renders them less susceptible to enchantment spells, giving them a +3 to saving throws against such magic.
Desert Goblins have the following classes available to them: Anticleric, Assassin, Barbarian, Dervish, Diablo, Druid, Fighter, Priest (Death, Fighting, and Weird), Prophet, Scout, Sentinel, Sorceror, Thief, and Warlock.

They may also pursue the following multi-classing options: Assassin-Priest (Death, Fighting, and Weird), Assassin-Sorceror, Fighter-Scout, Fighter-Thief, Scout-Sorceror, and Sorceror-Thief.

Forest Goblins

Throughout the wilder forests of the New Kingdoms and beyond, the Forest Goblins can be found, engaging in petty theft, kidnapping, stealing livestock and – more often than not – fleeing from anyone who does not give way to them immediately.

Forest Goblins average 30” in height and they have a movement rate of 20’. Fearful yellow eyes peer out from beneath hooded lids, and their pale green skin seems to be perpetually coated with sweat. Many Forest Goblins live for 150 years or more, guaranteed a full lifespan by their caution. They commence play with their own language, Tur.

Forest Goblins are slender but surprisingly robust, and they are more intelligent than their Desert kin. They gain +1 to Dexterity and Constitution, but lose 2 Strength and 2 Charisma, as they are extremely timid and lacking in stature. They have the following minimum/maximum ability scores: STR 3/16, INT 3/18, WIS 3/18, DEX 5/19, CON 4/18, and CHA 3/15. They roll 1d4 +2 for their Heritage score.

Forest Goblins gain surprise on a roll of 1-3 on 1d6 in forests, and are surprised on a roll of 1 in the same environments. In addition, they gain +1 to hit whilst fighting in forests and +1 to Survival, Tracking, Move Silently and Hide in Shadows task checks (this bonus increases to +2 in forests).

Forest Goblins are always ready to duck for cover, and thus gain Lightning Reflexes as a free feat at first level.

Forest Goblins have the following classes available to them: Anticleric, Assassin, Druid, Fighter, Magic-User (Abjurer, Conjurer, Diviner, Necromancer), Priest (Trickster, Weird), Ranger, Scout, Sorceror, Thief.

They may also pursue the following multi-classing options: Assassin-Priest (Weird), Assassin-Sorceror, Druid-Scout, Fighter-Scout, Fighter-Thief, Scout-Sorceror, and Sorceror-Thief.

Marsh Goblins

Like most of their kind, Marsh Goblins are notable for all manner of skulduggery, but they are, to some extent, more overt than other Goblins. If the key word for Desert Goblins is treachery, and that of Forest Goblins is cowardice, then Marsh Goblins are best summed up by the word contentious. They are fierce and passionate combatants, willing to fight at a moment’s notice, often to the death. Yet they are also more broad-minded, intelligent and perceptive than most of their kin, and this shows in their uncommon ability to manipulate the senses through the use of illusions, and their combative enjoyment of trade and exploration. Most Marsh Goblins are Chaotic in alignment, but the majority of those who leave the swampland are Neutral.

Marsh Goblins are the smallest of their kind, averaging 30” in height and they have a movement rate of 20’. They are also the most wiry – to the point of appearing emaciated – of the Goblins. Their leathery skin is a muddy khaki in hue, and their thin hair is the putrid green of a stagnant stream. Their eyes, however, are a remarkable emerald colour, and sparkle engagingly during combat or when haggling. Marsh Goblins live for up to 160 years (they usually don’t make it) and begin play with their own language, Tur and a human lingua franca (usually Yrenaic or, Kanastasi) or Ir-ukyn.

Physically robust and agile, but lacking in muscle power and self-discipline, Marsh Goblins gain +2 to Dexterity and +1 to Constitution but lose -2 to Wisdom and Strength and -1 to Charisma, due to their generally feral self-presentation. They have the following minimum/maximum ability scores: STR 3/14, INT 3/18, WIS 3/16, DEX 6/19, CON 4/18, and CHA 3/17. They roll 2d4 +1 for their Heritage score.

Marsh Goblins gain surprise on a roll of 1-3 on 1d6 in swamps, and are themselves surprised on a roll of 1 in the same environment. In addition, Marsh Goblins gain +1 to hit whilst fighting in swamps and +1 to Survival, Tracking, Move Silently and Hide in Shadows task checks (this bonus increases to +2 in swamps).

Marsh Goblins also have a gift for illusion magic: saving throws against illusions created by Marsh Goblins are made at -2. Marsh Goblins also have a +2 to their own saving throws against illusions.

Marsh Goblins have the following classes available to them: Acrobat, Assassin, Barbarian, Bounty Hunter, Chaos Mage, Diablo, Druid, Fighter, Magic-User (Illusionist), Priest (Fighting, Trickster), Ranger, Scout, Shaman, Sorceror, Thief, Tomb Raider, Venturer, and Warlock.

They may also pursue the following multi-classing options: Assassin-Illusionist, Assassin-Priest (Trickster), Assassin-Sorceror, Assassin-Venturer, Chaos Mage-Scout, Fighter-Illusionist, Fighter-Scout, Fighter-Thief, Fighter-Venturer, Illusionist-Scout, Illusionist-Thief, Illusionist-Venturer, Scout-Sorceror, Sorceror-Venturer.

Wolves of War: The Ulfarga for Blood & Treasure (& RMFRP)

  Ulfarga (Lupine Beastkin) Wild-hearted but honourable wolf-like humanoids, Ulfarga represent one of the largest populations of any Beastki...