Sunday, September 29, 2013

Skills in Wizards' Realm


For those illiterate in Mystic Swamp Elvish, the tall one is Sir Tarl
Eaglemoor and the other guy is Robin Winterthorn. No, seriously.

The first page of the Wizards' Realm rulebook has a list of contents.  It's not a Table of Contents because that would require page references.  I suppose it's just as well since the errata tells us that “Pages 15 and 50 were juxtaposed in printing.”  (At least the rulebook has an index.)  About half of the skill descriptions are on what should have been page 15.  In effect, the skill listings start on page 14, jump to page 50, and conclude on page 16.  Skills are a fundamental part of a Wizards' Realm character; they encompass such things as spells and ability to use different weapon types.

I agree completely that player characters should start out weak – but not too weak – then grow in power with experience.  However, in Wizards' Realm, beginning characters are weak (perhaps too weak), but amass power at a fast rate (perhaps too fast).  We will see an example of this in next week's post.

Wizards' Realm is a level-based system, except “levels” are called “degrees.”  (Some instances of “level” still remain in the text.)  Player Characters start the game with 3 'Skill Credits' and gain more with experience.  At lower degrees, PCs receive 4 Skill Credits per degree.  Starting at sixth degree and continuing through eleventh, they get 6 Skill Credits per degree; from twelfth through twentieth, eight Skill Credits.  There are no degrees after twentieth; however, characters at twentieth level can obtain an additional Skill Credit for every thousand Experience Points earned.  Aside from gaining Skill Credits, advancing from one degree to another does not provide any intrinsic advantage to a character.  (One exception being spellcasting effectiveness – see below).  Abilities improve only to the extent Skill Credits are applied.

Skill Credits can be applied in various ways.  One Skill Credit per degree can be used to increase the value of an Attribute (up to a maximum value of 25).  So that means it takes same amount of effort (i.e., one Skill Credit) to change an Attribute value from three to four or from twenty-three to twenty-four – a linear progression.

Spellcasters can use a Skill Credit to gain a spell.  The percentage chance of effectiveness of a given spell is based upon the level of the spellcaster and the complexity of the spell.  Additional Skill Credits spent on the same spell apply a 10% bonus to the effectiveness (to a maximum of 99%).  At certain degrees, spellcasters automatically improve their effectiveness with all spells.

A Skill Credit spent on a 'professional skill' – which I understand to be any skill that is neither a weapon skill nor a spell – grants a 50% proficiency.  A second Skill Credit spent on a professional skill gives +15%; each Skill Credit spent thereafter on that skill gives +10% (to a maximum of 99%).  High (or low) Attribute values do not affect proficiency chances.  Among the professional skills, there are 'silversmithing,' 'apothecary science,' 'tracking,' 'social graces,' 'stealth,' 'detection of lies,' and...'mime.'

Finally, there are weapon skills.  Each weapon has a fixed damage value; so-called “contact weapons” also have a defense bonus and an “initiation” bonus.  (Initiative is not determined in Wizards' Realm combat, instead there is “initiation.”)  One Skill Credit used for a weapon skill gives 'half' proficiency.  A character who is half-proficient with a weapon only uses half of the damage, defense, and initiation values listed for a weapon.  With two Skill Credits applied, a character obtains full benefit from the various values provided by the weapon.  This suggests that a character without any training in a weapon disregards all values of the weapon.  With a good combat roll, such a character can still cause damage with the weapon, but the weapon's damage value will not be applied.  Once a character has 'full' proficiency with a weapon, he or she can “develop phenomenal ability” by spending additional Skill Credits.  A character receives +1 to damage (and, for contact weapons, defense) for each Skill Credit spent (after obtaining full proficiency) to a maximum of +5.


Sunday, September 22, 2013

Attributes and Classes in Wizards' Realm

'Pandro'

Characters in Wizards' Realm possess eight Attributes:  Strength, Intelligence, Constitution, Dexterity, Agility, Charisma, Appearance, and Luck.  The value of each Attribute is determined by rolling 2d10.  Page 3 says, “1d20 may also be used, but tends to give a much more random and peculiar set of Attribute scores.”  Page 4 assures us, “If some Attributes are low when you first roll up your character, don't be dismayed.  A player's character will depend on the blending of his or her several abilities. and the others probably balance the scales.”

Attribute scores are modified based upon the character's race.  There's a distinct difference between the Free Peoples and the Forgotten Kin.  There are no negative Attribute modifiers for any of the 'Free Peoples' races while most of the 'Forgotten Kin' races have a net modifier of zero or less.  The only exception are Goblins; they receive +1 Dexterity and no negative modifiers.  Interestingly, humans have +1 Constitution.  Elves get a bonus to either Intelligence or Charisma.  Dwarves Dwergar get a choice between +1 Strength or +2 Constitution.  Hobbits get a bonus to both Dexterity and Luck.  I think that Hobbits are designer Cheryl Duval's pet race; the Hobbit depicted above, Pandro, is her character.  The poor Bogeys have a -2 Charisma and merely +1 Agility to compensate.

Various Attributes combine to determine a character's other abilities:
Attack Number – Aptitude with offense in combat.  (Strength + Dexterity + Agility)
Defense Number – Aptitude with defense in combat.  (Strength + Constitution + Agility)
Survival Points – “[T]he amount of damage your character could withstand.”  (Strength + Constitution)
Power Points – Endurance for casting magic spells.  (For 'normal' spellcasters:   [Constitution + Dexterity + (10 x Intelligence)]  For 'Wizards':  [Constitution + Dexterity + (20 x Intelligence)])
Power points must be calculated for all characters (“All characters have them”), even though only spellcasters actually use them.  With regard to Attack Number and Defense Number, page 4 says, “you may figure that a total of 36 or better reflects well on your combat ability.”  This may be discouraging for a player who wants his character to be a Warrior.  Regardless, page 4 also lets us know that:
A particular feature of Wizards' Realm is the fact you are not limited in your choice of a character profession by minimum requirements to qualify for the particular class Class which appeals to you.
There are three classes and a variety of sub-classes.

There are five sub-classes under the Warrior class.  Two of the sub-classses are 'no-frills' in my opinion.  For the Ranger and Martial Artist sub-classes, players are encouraged to pick appropriate skills from the skill list.  That's it – just recommended skills and nothing else.  Berserkers, on the other hand, can go into a “battle-frenzy.”  This means they ignore wounds until the end of combat and get an extra attack per round (or two extra attacks if not defending).  The downside is that they must make an Intelligence saving roll “to resist battle-frenzy in a given combat.”  There are no other limitations; Berserkers use the same experience progression as 'normal' Warriors.

The Knight-Trenfher sub-class is the Wizards' Realm version of paladin.  Their experience progression is somewhat more difficult than a typical Warrior's and they are expected to demonstrate “those qualities of goodness to which he or she is committed.”  A Knight-Trenfher provides his or her travelling companions with +1 Luck.  Does someone travelling with two Knight-Trenfhers (Knights-Trenfher?) receive +2 Luck?  For that matter, does each Knight-Trenfher get +1 Luck because of the other Knight-Trenfher?  Aside from the Luck benefit, a Knight-Trenfher obtains “a noble and intelligent steed” upon reaching the fifth level degree of advancement.  The last Warrior sub-class is the Anti-Paladin – essentially a Knight-Trenfher devoted to evil.

The Spellcaster Class has four sub-classes.  The 'Draoi' – which Google translate says is Irish for 'wizard' – are the equivalent of D&D druids.  “The only circumstances in which a Draoi will condone the taking of a life is in the just defense of another life,” according to the rulebook.  Also, “Draoi have a great affinity with wild animals, each developing a special bond with a particular creature – his totem.”  The actual effects in terms of game mechanics are not disclosed.

Page 14 suggests that each Spellcaster sub-class has certain favored spells.  Does this mean only the Illusionist sub-class can cast illusion spells?  Does it mean any Spellcaster can cast illusion spells but that Illusionists have some sort of advantage?  Again, the rules fail to enlighten.  At least Necromancers seem to have a monopoly on revivification magic.

The final Spellcaster sub-class is Wizard which – appropriately for a game called Wizards' Realm – is the most powerful character vocation.  Suitably, Wizards have the most arduous experience progression.  They get a boatload of Power Points more than regular Spellcasters (as noted above) and they have less of a chance of failure when casting.  This is because a Wizard's “genetic structure has created a natural recipticle (sic) for Magic.”  Only half-Elves can be Wizards and only one-out-of-four half-Elves “ever show the potential for wizardry.”

The third Wizards' Realm character Class is the Adventurer.  Page 14 tells us, “Some of the more familiar sub-classes in this category include Thieves, Traders, Clergy, Physicians, Alchemists, Armourers and Courtesans, but the possibilities are endless.”  Again, these are 'no-frills' sub-classes; you choose what you think are appropriate skills and that's the extent of a sub-class.  Adventurers have the exact same experience progression as Warriors.  You might think that Warriors possess some sort of combat advantage over Adventurers and that Adventurers have some sort of non-combat advantage over Warriors.  You would be wrong.  In Wizards' Realm, the difference between a Warrior and an Adventurer is the word that's listed next to “Class” on the character sheet.  Presumably, a Warrior would put more emphasis on combat skills, but both classes have identical access to the same mix of skills.

At the very least, the writers/designers could have established some kind of skill choice ratio, like Adventurers must have two non-combat skills for every combat skill and – likewise – Warriors can only have one non-combat skill for every two combat skills.  Since all characters have Power Points, why not let Classes other than Spellcasters use them?  For instance, Warriors could use Power Points to re-roll combat rolls or to perform special martial maneuvers while Adventurers could use Power Points to modify (non-combat) saving rolls or something similar.  This would make the Classes truly distinct.

Sunday, September 15, 2013

Races in Wizards' Realm


For the Mystic Swamp Elvish illiterate,

that's 'Darkmoon' on the left and 'Shadow' on the right

The Wizards' Realm™ Fantasy Role-Playing Adventure System offers an assortment of player character races (or “The Sondry Folk” as the game refers to them).  There are the usual fantasy types, “the Free People – the humans, elvenkin, dwarf-folk and hobbitry” – yes, shameless hobbitry.  There are also “the so-called Forgotten Kin...orcs, troll, goblin and bogey” or – as I like to refer to them – marginalized humanoids.

“Humans are considered the most adaptable of all the Free Peoples...”  Yeah, you know the drill.

Dwarves are officially called “Dwergar” and they “tend to be swarthy, with glittering black eyes and hair that may be of any color at all.”  And the traditional Dwarf - Elf antagonism?  According to page 7...
     It is said that in the Dawn of Days, the Elves alone knew Magic and taught ir but sparingly to those deemed worthy.  The tales tell of a clever dwarf-lord who by his cunning learned the secrets of an Elven mage and used this lore to weave spells into his weaponcraft.  The Elves have never quite forgiven this trickery.
Elves are divided into “several kin.”  The Shee are bog-standard fairies.  The nocturnal Danaan are most like typical RPG Elves – forest dwelling and magically inclined.  The Katani also dwell in forests but are nomadic.  They have “little use for magic” and focus instead on martial disciplines.  The Fingolan elves “are a people of the daylight and open places.”  As such, they lack the night-vision of the other Elf-kin.  Many Fingolan elves live among men.

There are several Hobbit types, including river-dwelling hobbits with beards – doubtless patterned after Tolkien's 'Stoors.'  In Wizards' Realm, there are nomad clans of hobbits.  The villainous 'Black hobbits' are said to be an “off-shoot” of the nomads.  “Black” refers not to their coloration but to their vicious disposition.  (Black hobbits also appear in Tunnels & Trolls.)

Page 9 tells us that bogeys are a...
...tall, hardy people with deceptively benign dog-like faces...[and they] are a tribal and primarily hunting folk.  They range up to seven feet tall, with brownish-yellow coloration, sparse reddish hair, and small, glittering black eyes.
Comments regarding the bogey ethos were provided in last week's post.

Orcs are generally cruel and “live in a strict, militaristic commune.”  Also, as stated on page 9,
they stand as tall or taller than humans.  Their coloration ranges from pale to dark through several unwholesome shades, with lambent red eyes and great yellow teeth.
Goblins in Wizards' Realm are herbivores...“cultivating mushrooms and cave-grown roots.”  However, since they use wolves as guards and mounts, goblins must provide them with meat.  Goblins have red or yellow eyes and “coppery skin with unruly black hair and beard.”

“The Trollock...are a people with pride and honor, after their own fashion.”  By way of description, page 10 tells us that...
Trolls are large, bulky, powerfully-built folk, with huge ears and noses and tough leathery hide.  They grow to six or seven feet or more in height...

Thursday, September 12, 2013

Inspiration: Curiosities of the Icelandic Sea


Islandia; Abraham Ortelius, circa 1590

Here we have a map of Iceland created by Abraham Ortelius in the tail end of the sixteenth century.  More information than you could possibly want about this map is available here.  Ortelius displays various nautical features – most of them 'sea monsters' – and labels each with a letter of the alphabet, 'A' through 'Q' (excluding 'J').  The reverse of the map provides information regarding each of the entities so labelled.  In the descriptions below, italicized text represents a direct quote from Ortelius' material; everything else is my commentary.  For terms of measurement, it is assumed that one 'cubit' is equivalent to 18 inches while one 'ell' equals 4 feet.



A. NAHUALIf any man eat of this fish, he dieth presently.  It has a tooth projecting ten-and-a-half feet out from its head.  This tooth has the same anti-poison properties as the Unicorn's horn.  This monster is 160 feet in length.  We know this creature as the narwhal; however, narwhals do not grow to such lengths, their teeth do not possess any unusual properties, and consumption of its flesh is not typically fatal.



B. ROIDER – This is a fish 520 feet in length, which hath no teeth.  The flesh of it is very good meat, wholesome and toothsome.  The fatte of it is good against many diseases.



C. BURCHVALUR – This creature hath his head bigger than all the body beside.  It hath many very strong teeth, whereof they make Chesmen or Tablemen.  It is ninety feet long.



D. HYENA or SEA HOGGE – Ortelius refers us to Olaus Magnus for information.  According to Olaus, this monster has “four feet like a Dragons, two eyes on both sides of his Loyns, and a third in his belly inkling toward his navel.”



E. ZIPHIUS (perhaps XIPHIUS, the sword fish) – This is an horrible sea monster, swallowing the blacke seale at one bitte.  Rather than the swordfish, science equates this 'monster' with Cuvier's beaked whale.



F. ENGLISH WHALE – It is 120 feet long.  It hath no teeth, but the tongue of it is 28 feet in length.


G. HROSHUALUR or SEA-HORSEIt often doth the fishermen great hurt and skare.



H. WHALE – Specifically, the greatest kind of Whales, which seldome sheweth it selfe.  When it does appear, it seems more like a small island than a fish. It cannot follow or chase the smaller fishes, by reason of the huge greatnesse and waigth of his body.  Nonetheless, it is able to catch fish and sustain itself by a naturall wile and subtilty.



I. SKAUTUHVALUR – This fish is somewhat like a ray or skaite but an infinite deale bigger; it seems like an island when it appears and it overturns ships and boats with its massive fins.  It is altogether full of gristles or bones.



K. SEENAUT or SEA-COW – These gray creatures sometimes leave the water and feed on the land as a herd.  They are able to live in the water by virtue of a little bagge hanging at their nose.  Should this bag break, they live upon the land as other cattle.



L. STEIPEREIDURA most gentle and tame kind of whale; which for the defence of the fishermen fighteth against other Whales.  It is forbidden by Proclamation that no man may kill or hurt this sort of Whale.  It has a length of at least 150 feet.



M. STAUKUL or SPRINGUALIt is so called of leaping or skipping.  It is a very dangerous enemy to seamen and fishers; and greedily seeketh after mans flesh.  It has been known to stand all day upright upon its tail for reasons not established.



N. ROSTUNGER or ROSMAR – This creature is somewhat like a sea-calfe.  It walks on the sea bottom with its four, short feet. His skinne may scarcely be pearced with any weapon.  It sleeps for twelve hours at a time in a curious fashion – hanging by his two long teeth from a rock or cliff.  These teeth are at least four feet long, but the length of his whole body is 56 feet.  Rostungur is Icelandic for walrus.



O. HUALAMBUR or SPERMACETI PARMACITTY – This is a semiliquid, waxy substance found in the heads of Sperm Whales.  It was much sought after by whalers.



P. TREES – These are tree trunks which have been pulled up from Norway by force of winde and violent tempest.  After being tossed to and fro and passing through many stormes, they are eventually cast upon the Icelandic shore.



Q. ICE – Great heaps of ice brought hither with the tide from the frozen sea, making a great and terrible noise; some pieces of which oft times are sixty feet.  In some places white beares do fitte closely, watching the silly fish which heere about do play...