Pars Fortuna

After spending some time with a host of random generators, I’ve made a few decisions about Pars Fortuna

First, the random classes were too random. I might go with race as class and use boons to let people tweak their characters in interesting ways. If I go race as class, I’ll probably aim for nine to twelve races.

I found a random kaiju generator and might use them as “god-beasts” – challenges for high-level characters.

Magic item categories are also taking shape. I might replace potions with herbals (the most common magic items found), then have Weapons, Armor, Weird Science, Staves, Jewelry and Clothing.

I’ll definitely introduce a random setting – at least a starting setting. I’m not sure how far I’ll go with it (since Nod gives me plenty of setting to write), but it might be a multi-cultural town surrounded by a variety of wilderness, some random encounter tables and maybe some simple adventure seeds or suggestions.

A Random RPG?

Sometime in the last few days my daughter and I picked up a nasty little flu bug. Last night, in the throes of fever, my addled brain came up with the idea of writing a randomized role-playing game.

Think about it. If your using an old school clone, Swords & Wizardry being my favorite these days, you have two key elements. The first is the core rules of the system (ability scores, combat rolls, saving throws and hit points). Beyond that, you have the options for players (classes, races, spells, weapons) and the options for Referees (monsters and treasure). I’ve already posted some random races and monsters on my blog and I know where I can go to generate some random coinage, random magic items and random classes. Random spells I’m not sure about, but given the vast number of OGL spells floating around, I could randomly choose non-SRD spells for whatever spellcasting classes turned up. Imagine a spell system without old standbys like magic missile and fireball. Essentially, you could put together something akin to Talislanta (no elves) and Monte Cook’s Arcana Unearthed for old school gaming. The idea is tempting, even if for no other reason to see what it would like when I was done.

Considering the enterprise more, I think I might do the following:

  • Six classes and six races – lots of variety, but not so much that players are overwhelmed.
  • Maybe one spell list for all spellcasters, ten spells of each level, level one through nine. It would be fun to give them all Jack Vancian names. Maybe the spellcasting system would be the spell interval system I did that showed up in Knockspell #4.
  • Use the basic magic item categories, creating about twenty unique magic items for each, with unique meaning that there is only one such item in existance. Since magic items don’t turn up too often using S&W’s random treasure system, that shouldn’t be a problem.
  • Maybe have all weapons deal 1d6 damage, and then produce two illustrated pages of weapons for players to choose from. Maybe some “classes” of weapons would have special benefits – like light weapons give a +1 bonus to initiative, long weapons a +1 bonus to hit people wielding shorter weapons, and rolling two damage dice for heavy weapons, taking the higher value.
  • I’m thinking 50 monsters would be sufficient – some spirits, some humanoids (replacing the kobold – goblin – orc – hobgoblin – gnoll – bugbear – ogre hierarchy), some dragonesque monsters (subterranean treasure and knowledge horders – perhaps they’re the only way to discover new spells), some hybrid beasts to replace normal animals.

Well, the idea intrigues me, so maybe I’ll pursue it along with rolling out my mega-sandbox on this blog. Perhaps I’ll call it Pars Fortuna?

Fortuna by Albrecht Durer.

A Sword by Any Other Name

Weapons are a big part of fantasy role-playing. They are one of the main tools of the trade for vanquishing evil (or promoting it) and relieving the local humanoids of their ill-gotten booty. They are also a way that many players, especially those playing fighting-men, define their characters – archer vs. swordsman vs. weird guy who specializes in the flail.

The thousand variations on the D&D theme have introduced a few different ways of handling weapons in play, from the concept of everything doing 1d6 damage in 0E, to the introduction of variable damage types soon after, to 3rd edition’s variable damage + variable critical hit ranges + variable critical hit multipliers + different sizes + different weapon types (bludgeoning/piercing/slashing and simple/martial/exotic). AD&D’s weapon speeds and weapon vs. AC table was another way of differentiating one weapon from another, i.e. making one’s choice of weapon (or weapons) an element that could influence success or failure in the course of play.

Now, I like lots of variety in gaming, but I also like enough simplicity that I can store the vital game rules in my brain so that I rarely have to consult a book or table during play. For this reason, my desire for weapon differentiation extends about as far as variable weapon damage. Unfortunately, as a person who likes to write game material, and as an ardent devotee of Clark Ashton Smith, describing NPCs with maces and short swords can get a bit boring. So, using my dog-eared copy of Palladium’s Compendium of Weapons & Armor (one of the essential books for a Referee or a write of game material in my humble opinion), I present this handy list of weapon synonyms, along with their region of origination or most common use. The weapon types are based on Moldvay’s Red Book.

Axe, Battle (1d8)
• Africa – Elephant Axe
• Ancient – Khetan (Egypt)
• Central & South America – Maquahuilt
• East Asia – Masakari
• Europe – Bearded Axe, Bipennis, Doloire (wagoner’s axe), Sparte, Taber Axe, Toporok, Tuagh-gatha, Woodsman’s Axe
• India – Bullova, Tabar, Tabar-i-zin, Tungi, Venmuroo
• Near East – Ay-Balta
• Oceania – Balestarius, Head Axe, Udlimau

Axe, Hand (1d6) – includes sickles (*)
• Africa – Hunga-Munga, Shoka, Silepe, Throwing Irons
• Ancient – Dolabra (Rome), Epsilon Axe (Mid-East), Eye Axe (Mid-East), Novacula (Cyprus *)
• East Asia – Biliong, Kama, Kusarigama* (attached to chain), Toki Kakauroa, Piau
• Europe – Francisca, Hatchet, Hurlbat, Miner’s Axe, Thin Axe, Thrusting Axe
• India – Ancus (elephant goad), Galraki, Hoolurge, Kharga (sacrificial axe), Kodelly, Tongia
• Near East – Balta
• North America – Tomahawk
• Oceania – Adze, Arit, Kadjo, Kapak, Keerli, Pareh

Club (1d4) – includes staves (#)and throwing sticks (*)
• Africa – Kasrullah, Kerrie *, Rungu, Trombash *
• Ancient – Aclys * (Rome), Lisan (Egypt), Naboot # (Egypt)
• Central & South America – Iverapena, Macana, Pagaya
• East Asia – Bo #, Bokken (practice sword), Jo #, Kiam Bokiam, Tonfa, Yoribo
• Europe – Baculus, Blackjack, Cudgel, Maul, Quarterstaff #, Sap, Slung Shot, Truncheon
• India – Kirasoo *, Mugdar
• North America – Ga-Ne-U-Ga-O-Dus-Ha (deer antler club), I-Wata-Jinga, Ja-Dagna, Ja-Weti, Mandehi-Liguje (coup stick), Tiglun
• Oceania – Baggoro, Bi-Teran, Boomerang *, Burrong, Dowak *, Flat Club, Hoeroa, Japurunga, Kangaroo Rat *, Kauah, Kotiate, Kujerong, Kunnin *, Leonile, Lil-lil, Mabobo, Mattina, Meeri, Merai (jade club), Muragugna, Nil-li, Pacho, Pahu, Patu, Periperiu, Potu, Purijimala, Quirriang-an-wun, Rang-kwan, Sapakana, Siwalapa, Tambara, Tabutje, Tawha-tewha, Tindil, U’u, Ulas *, Uramata *, Waddy, Wahaika, Wairbi, Wakerti, Watilikri *, Weerba, Wirka, Yeamberren

Dagger (1d4) – includes knives
• Africa – Baswa Knife, Bracelet Dagger, Fantail Dagger, Forked Tongue Dagger, Kummya, Mongwanga, Pokwe, Telek
• Ancient – Falx Supina (Rome), Harpe (Greece), Parazonium (Greco-Roman), Pugio (Rome), Sica (Rome)
• East Asia – Aikuchi, Bade-Bade, Chopper, Dhaw, Golok, Hamidashi, Heyazashi, Himogatana, Koshigatana, Kozuka, Kubikiri, Kujungi, Kwaiken, Mit, Parang Ginah, Parang Latok, Piso Raut, Pisu Tonkeng, Raut, Rentjong, Siangkam (not quite a dagger, but close enough), Tanto, Tjaluk, To-Su
• Europe – Batardeau, Bodkin, Cinquedea, Chuchillo (folding knife), Degan, Dirk, Estradoit, Kidney Dagger, Main Gauche, Mattucashlass, Misercorde, Pavade, Poignard, Roundel Dagger, Scramasax, Sgain Dubh, Skain, Stiletto, Triple Dagger
• India – Bank, Buhj, Bich’hua, Bundi Katari, Chilanum, Choora, Haladie, Horn Dagger, Jamdhar Katari, Karoula, Katar, Katar Bank, Katar Dorlicaneh, Kukri, Maushtika, Moplah, Paiscush, Para-i-tutti, Phurbu, Pichangatti, Piha Kaetta, Saffdara, Vinchu
• Middle East – Acinaces. Bichaq, Chaqu (folding knife), Jambiya, Kard, Khanjar, Khanjarli, Khyber Knife, Kindjal, Pesh-Kabz, Qama, Zirah Bouk (mail-piercer)
• Oceania – Badik, Barong, Bayu, Beladau, Bolo, Buyu Knife, Halasan, Karambit, Kira (quartz blade), Kudi, Kudi Tranchang, Labo Belange, Lading, Mandaya Knife, Pahua (wooden), Palitai, Panabas, Sabit, Sadoep, Sakin, Sekin, Sewar, Tadji, Todo, Tolaki, Tombak Lada, Tuba,Wedong

Flail (1d6) – includes whips (*)
• Ancient – Flagellum (Rome)
• East Asia – Hui-Tho (bladed rope), Kau Sin Ke, Manriki Gusari, Nagegama, Nunchaku, Rante, Rante Ber Gangedug
• Europe – Ball & Chain, Bullwhip *, Cat-o’ Nine Tails *, Goupillon, Mace & Chain, Military Flail
• India – Binnol, Cumber-Jung
• Middle East – Kamcha *
• Oceania – Chemeti *, Kalus *, Laingtjat, Petjut *, Sa Tjat Koen

Mace (1d6)
• East Asia: Gunsen (war fan), Kiseru (smoking pipe), Suang-tu-fung
• Europe – Bouzdykan, Bulawa, Chacing Staff, Fist Mace, Hercules Club, Holy Water Sprinkler, Massuelle, Mazule, Pernat, Plombee, Quadrelle, Schestopjor
• India – Dhara, Gargaz, Garz, Lohangi, Ox Mace, Quoit, Shashpar, Sickle Mace, Singa (steel boomerang)
• Middle East – Dabus, Ox Mace
• Oceania – Gada, Ganjing

Pole Arm (1d10) – includes pikes (#) and tridents (*)
• Ancient – Romphaea (Greece), Sarissa # (Greece), Taru # (Egypt)
• Central & South America – Tepoztopilli
• East Asia – Bisento, Fang, Feruzue (concealed ball & chain), Half Moon, Hwa-Kek, Kongo-Zue, Kumade, Lajatang, Magari Yari *, Nagamaki, O-No, Shakujo Yari (concealed blade), Shinobi-Zue (concealed blade), Sjang Sutai, Shakwo, Sode Garami (sleeve tangler), Tetsubo, Tiger Trident *, Toyak
• Europe – Ahlspiess #, Awl Pike #, Beaked Axe, Berdysh/Berdiche, Bill, Bohemian Ear-Spoon, Brandestoc, Chauves-Spuris, Couteau De Breche, Croc, Falcastra, Falx, Feather Staff (concealed blades), Fuscina *, Glaive, Godendag, Halberd, Half Moon, Hippe, Jedburg Axe, Korseke, Langue De Boeuf (Ox Tongue), Lochaber Axe, Lucerne Hammer, Military Fork, Partizan, Pike #, Pitch Fork, Plancon A Picot #, Pole Axe, Runka, Sabre Halberd, Scaling Fork, Scorpion, Scythe, Spetum, Spontoon #, Sudis #, Voulge
• India – Khatramkha *, Kunjukdan, Saintie #, Veecharoval
• Oceania – Arbir, Hani

Spear (1d6) – includes lances (*) and throwing spears (#)
• Africa – Assegai #, Golo, Hinyuan, Kikuki, Koveh, Mahee, Makrigga, Mkuki, Sudanese Spear
• Ancient – Angon # (Franks), Cateia # (Celtic), Contus * (Rome), Egchos (Greece), Falarica (Rome), Framea * (Franks), Gaesom # (Rome), Jaculum # (Rome), Javelin # (Greece), Pelta # (Greece), Pilum # (Rome), Saunion # (Samnites), Spiculum # (Rome)
• East Asia – Dung, Hak, Hoko, Jarid #, Kamayari, Ken Shoka #, Lembing, Makura Yari, Nageyari #, Su Yari, Te Yari #, Yari
• Europe – Boar Spear, Harpoon #, Lance *, Lance-Ague * #, Pill, Zegaye *
• India – Ballam, Barchi, Bhala *, Garvo, Khundli P’Hansi, Laange, Patisthayana, Sang * (from camel back), Sangu, Shail *, Tschehouta
• Middle East – Rummh, Sinan
• North America – Ja-Mandehi *, Kahsita #
• Oceania – Aunurgith, Bandang, Bilari #, Budiak, Chimbane, Do-War, Enhero, Fal-Feg, Granggang, Irpull, Jiboru, Kadji, Kannai, Kapun, Kiero, Koy-Yung, Kujolio, Kuyan, Larna-Pe, Mon-Gil Mon-Gil, Mongile, Mu-Rungal, Nandum, Nerau, Pillara, Pouwhenua (also a staff), Sangkoh, Sanokat, Shanen Kopaton, Siligis #, Simbilan #, Sligi, Tahr Ruan, Tao, Tawok, Telempang, Tirrer, Tjunkuletti, To-Ono, Tombak, Tumpuling, Wainian, Wallunka, Wi Valli

Sword (1d8)
• Africa – Flyssa, Kaskara, Seme, Shotel
• Ancient – Spatha (Rome)
• East Asia – Dha, Dukn, Han Dachi, Katana, Sondang, Tashi
• Europe – Broadsword, Colichemarde, Craquemarte, Estoc, Falchion, Fleuret, Foil, Halstatt Sword, Karabela, Longsword, Pappenheimer, Rapier, Reiterpallasch, Sauschwerter (boar sword), Schiavona, Schnepfer, Spadroon, Tuck, Verdun
• India – Abbasi, Ahir, Dao, Firangi, Fish Spine Sword, Goliah, Gupti, Halab, Kastane, Katti Talwar, Khanda, Nagan, Pata, Pattisa, Pulouar, Ram Da’o, Sapola, Sirohi, Sosunpattah, Sultani, Talwar, Tegha
• Middle East – Karabela, Killj, Pala, Quaddara, Saif, Scimitar, Shamshir, Shashqa, Zulf-I-Khar
• Oceania – Campilan, Isau, Jumgheerdha, Pakayun, Peudeueng, Sikim Gala

Sword, Short (1d6)
• Africa – Babanga, Manople, Takouba, Wasa
• Ancient – Carp’s Tongue Sword (Europe), Gladius (Rome), Herebra (Phoenicia), Kledyv (Wales), Kopsh (Egypt), Machera (Greece), Sapara (Assyria), Seax (Anglo-Saxon), Xiphos (Greece)
• East Asia – Ama-Goi-Ken, Kamashimo Zashi, Ken, Kenuki Gata Tachi, Klewang, Luris Pedang, Ninjato, Opi, Pedang, Pira, Senangkas Bedok, Wakizashi
• Europe – Backsword, Badelaire, Baselard, Bilbo, Braquemar, Coustil A Croc, Cutlass, Dusack, Kantschar, Katzbalger, Palache, Sabre, Small Sword, Straight Sword
• India – Alamani , Ayda Katti, Kapee Dha, Kora, Shah Nawaz Khani, Surai, Zafar Takieh
• Middle East – Chereb, Goddara, Sassanid Sword, Yatagan
• Oceania – Beledah, Chundrick, Kris, Lopu, Manpau, Mentok, Perang Bedak, Parang Nabur, Parang Pandit, Piso Podang, Talibon, Tapak Kudak, Thinin

Sword, Two-Handed (1d10)
• Ancient – Dacian Falx (Celts, Germans)
• East Asia – Beheading Sword, No Dachi
• Europe – Bastard Sword, Claymore, Espadon, Executioner’s Sword, Flamberge, Zweihander
• India – Mel Puhah Bemoh
• Oceania – Dalwel

War Hammer (1d6) – includes picks (*)
• Europe – Bec-de-Corbin, Bisacuta *, Crowbill, Dagger Mace, Horseman’s Hammer, Martel de Fer, Oncin *, Tschekan Hammer
• India – Lohar *, Sabar *, Zaghnal *
• North America – Taavish

A few things I noticed while compiling this list …

Axes loom large in every culture. I’m no expert in weapon making, but my understanding is that axes only require a small strip of really good steel for their edge, so they’re much cheaper to make and maintain than swords.

Africa has some really cool axes, especially the throwing axes.

A band of kshatriyas armed with cumber-jungs sounds cooler than a band of fighting-men with flails. I would run away from both, but the former would make for a more picaresque story if I survived the experience.

Any player who was cool enough to have his fighter specialize with the Bohemian ear-spoon would probably get a secret +1 to all saving throws from me.

Oceania is club central, and if you set a game there you would probably want to differentiate the different types of clubs with different damage values.

East Asia has a penchant for making weapons that defy categories. The jitte, for example, is a parrying weapon that might be considered a mace. Other parrying weapons are the sai, segu, tau-kiev and tjabang. The adarga is a Moorish combination of spear and shield used for parrying. Europe had similar weapons; the lantern shield and sword shield. The bagh nakh, or “tiger claw” is an Indian weapon that is a bar with four or five curved blades sticking from it. Entangling or capturing weapons incude the bolas, lasso/lariat and catch pole (or mancatcher). I might do a post on exotic, strange weapons at a later date.

Daggers are ubiquitous. I’m convinced that every NPC you ever deal with should have a dagger on his or her person.

Boons and Character Customization

As I mentioned in previous entries, my most recent game began using the 3rd edition rules for D-n-D. Gradually, we switched over to Castles & Crusades, as I wanted a more simple system of rules that would allow me to spend less time calculating Difficulty Classes and more time coming up with interesting things for the players to discover. I watched with interest when Basic Fantasy Role-Playing, Labyrinth Lord and OSRIC appeared on the scene, and then really fell in love with Swords & Wizardry. The rules my group used took bits and pieces from all of these games (spell research rules from Basic Fantasy Role-Playing, saving throws from Swords & Wizardry with a nod to the prime attribute concept in Castles & Crusades, the classes from Castles & Crusades, many of the spells in OSRIC, etc). In the end, the players were using a house-ruled version of Castles & Crusades, and I was using a house-ruled version of Swords & Wizardry.

There was one thing in 3rd edition D-n-D that I did like, at least in theory, and that was feats. I thought that feats could be a very clever way for players to construct the archetype they wanted to play without the need for creating dozens of new classes. Unfortunately, feats ultimately became a revenue source for WOTC; there were too many feats, too many sub-rules concerning those feats, and too many feat chains. I think that the feat chains were especially troublesome. After all, if a player goes to the trouble of making his character the greatest acrobat he can possibly be, the Referee kinda feels guilty if he doesn’t design adventures that allow the player to show off his acrobatic skills.

Just the same, I eventually decided that I liked giving the players some tools to tweak their characters. To this end, I adapted some of the d20 feats into what I called boons. The following content is declared open game content.

BOONS
As characters advance in level, they pick up specialized skills and abilities called boons. Boons are small bonuses that help to make characters unique. Players may choose a boon for their character at 3rd, 6th, 9th and 12th level. Unless otherwise noted, a boon cannot be chosen more than once. The boons a character may possess are as follows:

AGILE: You have a 2 in 6 chance to avoid falling into pits and a 2 in 6 chance to escape from simple bonds (i.e. ropes).

ATTRIBUTE BONUS: You may increase one of your attributes (i.e. Strength, Intelligence, etc) by +1. You can choose this boon and apply it to the same attribute more than once. You cannot increase an attribute beyond 18.

CLEAVE: When you drop an opponent to 0 or fewer hit points in melee combat, you may make a second attack with the same weapon at the end of the combat round against another creature within range of your weapon.

CLIMB WALLS: You can climb walls on a roll of 1 to 2 on 1d6.

DELAY POISON: You can delay (but not neutralize) poison on a roll of 1 to 2 on 1d6.

DODGE: You improve your Armor Class by 1. You lose this bonus when surprised or otherwise unable to move.

EMPOWER SPELL: You can cast one spell per day with all of its variables increased by 150%.

ENLARGE SPELL: You can double the range of one spell per day.

EXPERTISE: You can accept a -2 penalty to your attack rolls and gain a +2 bonus to your Armor Class.

EXTEND SPELL: You can cast one spell per day with a double duration.

FAST MOVEMENT: You improve your unencumbered movement rate by 3.

GREAT FORTITUDE: You gain a +1 bonus to saving throws against poison and disease.

HEAR NOISE: You can hear noises on a roll of 1 to 2 on 1d6 (or 1 to 3 on 1d6 if a nonhuman).

IMPROVED BANISHMENT: You gain a +1 bonus on rolls made to banish the undead.

IMPROVED DISARM: You gain a +1 bonus to make disarm attacks.

IMPROVED GRAPPLE: You gain a +1 bonus to make grapple attacks.

IMPROVED OVERBEARING: You gain a +1 bonus to make overbearing attacks.

IMPROVED PUMMELING: Your pummeling attacks deal 1d3 damage instead of 1d2 damage.

IMPROVED SUNDER: You gain a +1 bonus to make sundering attacks.

IRON WILL: You gain a +1 bonus to saving throws vs. magic.

LEADERSHIP: The morale of your henchmen improved by 2.

LEGENDS AND LORE: You can recall ancient legends and obscure lore on the roll of 1 on 1d6.

LIGHTNING REFLEXES: You gain a +1 bonus to saving throws against breath weapons and death rays.

MAGICAL APTITUDE: You learn to cast one first level magic-user or illusionist spell per day. Magic-users and illusionists may not choose this boon. You may choose this boon more than once, applying it to a different spell each time. To use these spells, you must keep a spellbook and memorize your spell or spells each day. Your referee may restrict which spells you can learn with this boon, and the armor class restrictions faced by magic-users and illusionists apply.

MOUNTED COMBAT: You can make attacks atop a mount without the usual penalty. When fighting atop a warhorse, you can direct the mount’s attacks and still make your own.

MOVE SILENTLY: You can move without making a sound on a roll of 1 to 2 on 1d6.

NEW SPELL: If you are a magic-user or illusionist, you can add an additional spell (of a level you can cast) to your spellbook.

PICK LOCK: You can pick locks on a roll of 1 to 2 on 1d6. You must have burglary tools to use this ability.

PICK POCKETS: You can pick pockets on a roll of 1 to 2 on 1d6.

POINT BLANK SHOT: You gain a +1 bonus to hit with missile weapons when your target is no more than 30 feet away.

POWER ATTACK: You can accept a -2 penalty to your melee attack rolls and gain a +1 bonus to melee damage.

SILENT SPELL: You can cast one spell per day without needing to vocalize it.

SKILL FOCUS: You gain a +1 bonus to saving throws when using a chosen skill associated with your class (such as thievery or woodcraft).

STILL SPELL: You can cast one spell per day without needing to move your hands.

SURVIVAL: You can hunt well enough to feed 6 people on a roll of 1 to 2 on 1d6.

TWO-WEAPON DEFENSE: When wielding two weapons you can forgo making an additional attack and instead improve your Armor Class by 1 as though you were using a shield.

TWO-WEAPON FIGHTING: Your penalties to attack with two weapons are reduced to -1 (primary) and -2 (off-hand). Normal penalties are -2 (primary) and -4 (off-hand).

TOUGHNESS: You gain 3 hit points.

WEAPON FINESSE: When wielding a dagger, hand axe, light hammer, light mace, short sword, sickle or whip you can use your dexterity bonus in place of your strength bonus when making attack rolls.

WEAPON FOCUS: You gain a +1 bonus to hit with a weapon usable by your class. Fighting-men cannot mix this boon with their weapon specialization ability.

WEAPON PROFICIENCY: You learn to use a weapon normally not usable by members of your class.

WIDEN SPELL: Once per day, you can double the coverage of a spell you cast.