Tuesday, 7 December 2021

A Mite Unloved: the Khalkus for Blood & Treasure


Also known, rather contemptuously, as Mites, the Khalkus are a strange mix of Fey, Turyx, and even Callac heritage. Although they are primarily a subterranean folk, some Khalkus have left the Midlands and moved above ground (where they nonetheless retain a preference for small dank dens and caves as dwellings). Given their small size and rather craven nature, they are one of the least heroic-seeming lineages - until one considers the miracle of their survival in a world that regards them as utterly useless except as slaves. Khalkus, with their oversized heads, small, puny bodies and bulbous, staring eyes are also incredibly ugly to most folk. Their skin is a somewhat sickly blue, and the few strands of hair they possess droop limply from their sunken cheekbones and knobbly craniums.

The Khalkus, however, have a number of gifts to offset their apparently pitiable state: they are superb natural spelunkers, devastatingly swift (for their size) and sneaky. They also have an innate knack for magic pertaining to insects, minor telekinesis and curses. This, coupled with their sharp sense of smell, ability to locate heat sources in the dark and their knowledge of - and facility with - tight spaces makes them exceptional thieves, assassins and saboteurs.

Famed as the punching bag for many subterranean peoples, the small Mites have recently begun to establish themselves above ground - dwelling in burrows on the edge of wastelands, on the shores of dismal mires and even, in the sewers and alleys of human cities. They have, of course, found new and old enemies on the surface - Skulks, Ratfolk, Goblins, Dwarves, Boggards, Cliessids and various Fey - and are viewed largely with contempt by humankind (and most other lineages). However, they have also struck up unlikely friendships: often they form alliances with Connives, some of the more downtrodden Halflings as well as Lurkers and Fetchlings. The Mites remain rather grim, but, now that they are in less straitened circumstances, they occasionally express themselves with a rather absurd sense of humour that surprises all who come into contact with it. Most Mites retain a Chaotic alignment (with Lawful Evil the most dominant), but an increasing number are shedding some of their cultural baggage and following Neutral path. Mites (who call themselves Khalkus) begin play speaking Khalkavir (their own language), Tur and one human lingua franca (usually Urdrinn, Avronakiyan or Galse).

Mites average 24” in height, and have a movement rate of 30’. They are generally unfriendly and physically weak, losing 2 from STR and 1 from CHA, but are quick and perceptive, adding 1 to their DEX and WIS scores. They have the following minimum & maximum for their ability scores: STR 3/13, INT 3/18, WIS 5/18, DEX 9/19, CON 3/18, CHA 3/16. They roll 1d4+2 for their Heritage score.

Their long history of furtive fear grants Mites a +2 to Move Silently and Hide in Shadows task checks, whilst their experience in subterranean environments gives them a +2 to all Acrobatics, Climb Walls, Hear Noise and Survival checks when below ground. They have darkvision to 60’.

Mites with a Wisdom score of 11 or more may cast the following spells: prestidigitation (2/day) and doom (1/day). All Mites have the ability to communicate with and direct vermin (chance is equivalent to the Mite’s CHA score less the HD of the target vermin) and gain a +2 on Reaction rolls with sentient vermin.

Mites may select from the following classes: Anticleric, Assassin, Chaos Mage, Chthonic Druid, Demoniac, Fey-Mage, Fighter, Magic-User (Abjurer, Conjurer, Diviner, Illusionist, Necromancer, Transmuter), Priest (Death, Guardian, Trickster, Weird), Prophet, Saboteur, Scout, Shadowdancer, Shaman, Sorceror, Soulknife, Thief, Tomb Raider, Warlock, Wizard Hunter.

Mite Scouts, Thieves and Assassins may multi-class as Chthonic Druids, Fighters, Shamans and Sorcerors. Assassins may also multi-class as Necromancers and Priests of the Death or Weird cults.

RMFRP stats:

STATISTICS
Ag Co Me Re SD Em In Pr Qu St
6 2 0 0 2 0 0 -4 8 -8
RR MODIFIERS PROGRESSIONS
Ess Cha Men Poi Dis Bdev ChanPP EssPP MentPP
0 0 -5 40 60 0.6.2.2.1 0.6.5.4.3 0.5.3.2.2 0.3.2.1.1
Talent Points: 45
TALENTS
Acute Smell, Blazing Speed, Dwarfism (minor), Hated Foes (+5 DB/OB vs. Goblins, Hobgoblins, Orcs), Natural Spell List (choose one from: Essence Hand, Insect Mastery or Revenging Law), Power (3 ranks Essence Hand, 4 ranks Insect Mastery, 3 ranks Revenging Law), Racial Training (+10 to Alertness, Caving, Climbing, Fauna Lore [Insects], Mining, Scrounging), Sleight of Hand
FLAWS
Intolerance (Goblins, Hobgoblins, Orcs), Light Sensitivity (-10 to all activities in bright sunlight), Unique Looks (minor)
Special Skills: Everyman - Contortions, Close Quarters




Friday, 19 November 2021

Skill of the Day: Mountain Lore!

 

Mountain Lore is a skill generally used in conjunction with other skills, to reduce the Competency Level required. The skill includes knowledge of major mountain chains, significant peaks, cultures that dwell in mountainous regions, a basic understanding of the different types of the flora and fauna found in mountains and the kind of rocks and minerals that may be found there. 

 

Thus, a character with Mountain Lore could use it in combination with (for example): Cartography (for more accurate mapping of mountainous regions); Climb (to locate the safest climbing route); Mining (to locate sources of mineral wealth and ascertain the best locations for mining); Navigate (general route-finding) or Weather Sense (to better predict the weather in mountainous areas).

 

Using a skill like Mountain Lore to complement another check is subject to a few simple guidelines: if the character's Competency Level in Mountain Lore is less than half of the skill being checked, it cannot be used in such a way. If it is more than half or equal to the skill being checked, the character may add 1 to their effective Competency Level in the companion skill. If the Competency Level in Mountain Lore is greater than that of the companion skill, 2 can be added to the effective level. 

 

When to Roll the Dice

 

When determining if a check is needed for the Mountain Lore skill, the quick and dirty rule is the standard one for all skills: that where there is no time pressure and the Competency Level required is no higher than that of the character, matters can be safely hand-waved. Otherwise, a roll can be made. 

 

MOUNTAIN LORE

Primary Ability: Intelligence

Alternative Abilities: Wisdom, especially in such situations as foraging and tracking. 

Usual Time Requirement: varies with context, up to 1 hour maximum

Availability: Level 1

Type/Rate of Development: Campaign/Strategic; Average (1:2)

FREE DEVELOPMENT BY CLASS:

OSRIC: Ranger (*)

Swords & Wizardry: Ranger (*)

Labyrinth Lord: Dwarf (3*), including any Dwarf variant (e.g. Raging Slayer, War Chanter); Ranger (*)

FREE DEVELOPMENT BY LINEAGE:

OSRIC: Dwarf (3*)

Swords & Wizardry: Dwarf (3*)

Labyrinth Lord: Dwarf (3*)

 

Note that“*” indicates a quicker rate of development (1 Competency Level for every  Character Level), whilst the 3 in parentheses indicates that Dwarves and Dwarf sub-classes begin with 3 free levels of Competency.


Story Hook: The mighty peaks of the High Esvels form a massive range that separates the New Kingdoms from the northern lands – much of them barbaric deserts and wastes – and provides the watershed for most of the New Kingdoms’ great rivers. The High Esvels reach their greatest heights northeast of Rakhanay, in the towering Mount Orvael (over four thousand metres in height), although they seldom rise above half that. The mountains have a number of subsidiary ranges (such as the Low Esvels) and vary in width from between sixty miles (in Dalrok Haan) to over one hundred and fifty miles northeast of Torreg Tallyn.

North of Rakhanay itself the High Esvels are about one hundred miles broad from south to north, and rise to over two thousand seven hundred metres at Murokhagan. The mountains are populated by Gerredain, Orcs, Den Haarn, Goblins, Amaghli, High Esvelmen (barbarians not particularly close in relationship to the Low Esvelmen) and many ferocious monsters and beasts. There are no known cities in the High Esvels – and indeed few towns of any size. There are a number of tenuous and dangerous routes across the range, but only the Valderthorn Way north of Murokhagan sees much traffic. Of late, both the Guilbhir Trading Leagues and the Grovelords of Tarezain have been exploring the possibilities of developing the Valderthorn Way into an alternative route for trade, hoping to circumvent the rapacious folk of Dalrok Haan, who hold control of the upper Sandlane, and thus the main gateway to the fabulous riches of the north.

The Guilbhir Trading Leagues are looking for willing and brave folk to accompany and defend two of their Engineers (Wolden Shursant, LN Human Engineer* 4 and Krin Boistur, NE Half-Elf Illusionist 3/Engineer 4) as they survey the Valderthorn Way. Neither Engineer is particularly experienced in mountain environments, and thus require the services of a few seasoned souls with mountain knowledge. There's a problem, however: Krin Boistur is in the pay of the Dalrokhani, and is hoping to somehow sabotage the endeavour - perhaps by using his magic to bring about the downfall of his fellow engineer before reporting to his League 'masters' that the Valderthorn route is not viable.

* the Engineer is a Petty-class that may be detailed in a later post.

Making More of Talents in RMFRP IV

  Today I'm continuing to examine the notion of 'Talent Packs' in RMFRP as ways of rounding out, deepening or broadening charact...