Friday, January 17, 2014

1st Age: Elf 1st draft

1st Age applies the ArchMage Engine's sensibilities to the Original RPG and games such as Labyrinth Lord.  At this point in development the ArchMage Engine trumps other concepts.

Saves are per 13th Age and the escalation die is used, as well as, backgrounds and One Unique Things. Weapon and armor selection are purely cosmetic.  Max of 10 levels.



Elf


Requirements: None
Hit Points per Level: 6 + Con mod per Level
Maximum Level: 9



Initiative: Dex mod + Level

Armor Class (no armor): 10 + middle mod of Con/Dex/Wis + Level


Armor Class (armor): 12 + middle mod of Con/Dex/Wis + Level

Armor Class (shield and armor): 13 + middle mod of Con/Dex/Wis + Level

Physical Defense: 11 + middle mod of Str/Con/Dex + Level

Mental Defense: 12 + middle mod of Int/Wis/Cha + Level

Backgrounds: 8 points, max 5 in any one background
 


Infravision: See in the dark out to 60 feet.

Detect Secret Doors:  An elf has Search for Hidden Doors +5 as a background.

Melee Attack
Attack: Dexterity + Level vs. AC
Hit: D6 + Dex Mod

Natural Even Hit: +1 to your next Melee Attack

Ranged Attack
Attack: Dexterity + Level vs. AC
Hit: D6 + Dex Mod

Natural Even Hit: +1 to your next Ranged Attack


Book of Shadows
The elves recognized the arcane energy that is connected to their world and from an early age are taught to harness it's power.  Elven instructors give every young elf a book of shadows that contains three 1st level spells and at least one spell of of every other level they may cast.  If an elf finds or purchases a new spell they may copy it into their book.  However, they may only cast a spell if it is a level they may cast.
     It is from their book of shadows that an elf learns their spells and commits them, permanently, to their memory.

Spellcasting
1st Level an elf may learn and cast level 1 spells
3rd Level an elf may learn and cast level 2 spells
5th Level an elf may learn and cast level 3 spells
7th Level an elf may learn and cast level 4 spells
9th Level an elf may learn and cast level 5 spells

High Magic
Once an elf memorizes a spell they may cast it or any other spell they know whenever necessary.  An elf cannot learn or cast a spell that is higher than their magic-user level.  

The process of casting spells is mentally taxing as the arcane forces within an elf mind is wild and otherworldly.  If an elf's recollection of a spell is perfect, she may continue to recast the same spell over and over.  However, if the recollection of the arcane symbols is imperfect, the spell fades from her memory until receiving six uninterrupted hours of mediation.

When an elf casts a spell, they make an average (DC 11) save.

If the elf succeeds on their save, the spell is cast and he may cast that same spell again that day.  When recasting a spell, he  repeats the process above with the same two possible results.  

If the elf fails their save, the spell is cast, but that spell may not be cast again that day.

For example, if Luvelda Mor rolls a 19 on her save to cast Detect Magic, she may recast it as soon as the next round.  If the roll of her second save when recasting Detect Magic is a 4, the spell is cast but strain has prevented her from casting it again that day and Luvelda will need six uninterrupted hours of rest before she may cast Detect Magic, or any other spell she failed to make a save against.


Bastion: At 6th level elves can establish a stronghold in a natural setting, such as a forest or glenl. Rather than impose upon nature, this keep must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the bastion, all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

1st Age Elf, all text open.





OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions:
    1. "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
    2. "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
    3. "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
    4. "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
    5. "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
    6. "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
    7. "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
    8. "You" or "Your" means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
    1. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
    2. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
    3. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
    4. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
    5. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
    6. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
    7. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
    8. COPYRIGHT NOTICE

      Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
      System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
      Creature Collection Volume 1 Copyright 2000, Clark Peterson.
      Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
      Monster Manual II Copyright 2002, Wizards of the Coast, Inc.
      Swords of Our Fathers Copyright 2003, The Game Mechanics.
      Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
      Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
      The Hypertext d20 SRD Copyright 2004, Jans W Carton.
      13th Age Archmage Engine, version 1.1.Copyright © 2013 Fire Opal Media.
      Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
      1st Age Fighter version 1.0, copyright 2014, Mark Craddock.
      1st Age Thief version 1.0, copyright 2014, Mark Craddock.
      1st Age Dwarf version 1.0, copyright 2014, Mark Craddock.
      1st Age Magic-User version 1.0, copyright 2014, Mark Craddock.
      1st Age Magic-User version 2.0, copyright 2014, Mark Craddock.
      1st Age Elf version 1.0, copyright 2014, Mark Craddock.

    END OF LICENSE




No comments:

Monster Monday: Ork City's Chupacabra for Shadowdark

Welcome to Ork City! In the middle of Ork City's Hatt Island is the Park, a wild and dangerous forest filled with all manner of nightmar...