Morningstar Gamemaster Campaign Tracker, Podreczniki RPG, Morningstar
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G
AMEMASTER
C
AMPAIGN
T
RACKER
Timekeeping
16 lunar months per year; five 6-day weeks per month; 480 days per year; 21 hours per day, divided into three 7-hour third-days
Seasonal and Monthly Calendar
Winter:
Lamilo
Jenurio
Folin
Teses
Spring:
Anellin
Zisis
Marbew
Psed
Summer:
Dalvaro
Kana
Tordel
Ganou
Autumn:
Gret
Kolto
Herew
Dust
Daily Lunar Calendar
Use hatch marks to note each day as it passes. When a full month has passed, mark it above, then start a new set of daily marks.
Toil Day
Wash Day
Drudge Day
Market Day
Feast Day
Games Day
Week 1
New moon
Waxing crescent
Waxing crescent
Waxing crescent
Waxing crescent
Waxing crescent
Week 2
Waxing crescent
First quarter
Waxing gibbous
Waxing gibbous
Waxing gibbous
Waxing gibbous
Week 3
Waxing gibbous
Waxing gibbous
Full moon
Full moon
Waning gibbous
Waning gibbous
Week 4
Waning gibbous
Waning gibbous
Waning gibbous
Waning gibbous
Last quarter
Waning crescent
Week 5
Waning crescent
Waning crescent
Waning crescent
Waning crescent
Waning crescent
New moon
Hourly Timekeeping
21 hours per day, divided into thirds:
“Blue”
“Gold”
“Magenta”
Midnight to dawn
Dawn to dusk
Dusk to midnight
G
AMEMASTER
S
CREEN
Table 2-2: Population Increment to Change or Sustain a Spectrum by Passive Influence
Average HD
Spectrum Strength
or Level
1
2
3
4
5
6
1
x
x
x
x
x
x
2
x
x
x
x
x
x
3
100
x
x
x
x
x
4
50
x
x
x
x
x
5
25
100
x
x
x
x
6
13
50
x
x
x
x
7
7
25
100
x
x
x
8
4
13
50
x
x
x
9
2
7
25
100
x
x
10
1
4
13
50
x
x
11
1
2
7
25
100
x
12
1
4
13
50
x
13
1
2
7
25
100
14
1
4
13
50
15
1
2
7
25
16
1
4
13
17
1
2
7
18
1
4
19
1
2
20+
1
Brendirian Spell Legality
Legal
Illegal
(Major Crime)
Basic Permit
(Minor Crime)
Special Permit
(Circumstantial)
Abjurations
Divinations
Figments
Glamers
Healing (Conjuration)
Patterns
Phantasms
Transmutation
Tor ture/curse spells
Necromancy
Calling (Conjuration)
Creation (Conjuration)
Evocations
Shadow magics
Summoning (Conjuring)
Enchantments
S
PECTRUM
S
TRENGTH
Table 2-1: Spectrum Strengths and Their Effects
At spectrum level 1 or higher, spellcasters feel a subtle push to use spells that fall within the signature, and to avoid spells that are coun-
tersignature. Areas with a spectrum strength of 1 are the most common, and usually the longest lasting.
At spectrum level 2 or higher, all visitors sense the signature, and their thoughts drift towards the spectrum. The GM should subtly shift
focus to the signature and countersignature in their descriptions of an area.
At spectrum level 3 or higher, all natives born into a region will show minor signs of being aligned with the signature. Architecture will
be representative of the land’s spectrum.
At spectrum level 4 or higher, entire societies will be shaped by the energies of signature. The indigenous civilization holds values and ide-
ologies that promote the signature.
At spectrum level 5 or higher, the powerful energies begin to impose change upon the very essence of the creatures and beings that dwell
in the spectrum region. If they haven’t already, many creatures will evolve to fit their area, either gaining resistances or abilities befitting their
region.
At spectrum level 6, no one can resist the power of the spectrum for very long. A saving throw must be made at an interval determined
by the area’s description and failure has strong consequences. DCs for these saving throws are usually at least 25. Areas with a spectrum
strength of total are the most intense places in the world. Countersignature creatures will take 1 point of damage a day from being inside the
area.
Level
Strength
Spell DC
Spell Duration
Signature
Countersignature
Signature
Modifier
Modifier
Situational Modifier
1
eak
+1/-1 (5%)
None
Eschew Components
None
+1
2
Steady
+2/-2 (10%)
None
Silent Spell
None
+1
3
Strong
+3/-3 (15%)
Duration 2
Still Spell
Caster level -1
+2
4
Powerful
+5/-5 (25%)
Duration 3
Empower Spell
Caster level -2
+3
5
verwhelming
+8/-8 (40%)
Duration 4
Enlarge Spell
Caster level -3
+4
6
Total
+20/-20 (100%)
Duration 5
Maximize Spell
Caster level -4
+6
Spell DC Modifier:
This is the bonus given to signature spell DCs, followed by the penalty to countersignature spell
DCs. This modifier is applied to Spellcraft, saving throws, and Concentration checks for any appropriate spells. Every +1
equals 5% added or subtracted from a percentile roll in the caster’s favor (for signature spells) or disfavor (for coun-
tersignature spells) when the spell calls for a percentile roll to determine outcomes.
Spell Duration Modifier:
Signature spell durations are multiplied by this number, and countersignature spell dura-
tions are divided by this number, to a minimum duration of 1 round. Durations of instantaneous, concentration, or per-
manent are unaffected unless otherwise noted.
Signature:
These are feats which are considered to be applied to all signature spells in a given area. All effects are
cumulative with the effects of lower strength.
Countersignature:
These are the negative effects countersignature casters must contend with in a given area. When
casting countersignature spells, the caster level is that much lower for the purposes of the affected spells alone. Note that
this might make a given spell impossible to cast by that caster. For example, a 7th level wizard cannot cast
fireball
in an
area that has an overwhelming Ignan countersignature, though
cone of cold
is unaffected.
Signature Situational Modifier:
Signature runs deeper than an effect on magic. It affects everything in an area.
Nonmagical deeds receive a general bonus when they fit within the signature at the GM’s discretion.
W
EAPONS
&A
RMOR
Weapons
Weapon
Cost
Dmg (S)
Dmg (M)
Critical
Range Inc.
Weight
Type
Simple Weapons
Brendirian gladius
11 gp
1d4
1d6
18-20/x2
-
2 lbs.
S
Martial Weapons
Dwarven hammersword
160 gp
-
3d4
x3
-
30 lbs.
S & B
Greatspear
20 gp
1d8
1d10
x2
30 ft.
10 lbs.
P
Exotic Weapons
Ijamvian viper clamp
500 gp
1d6
1d8
x2
15 ft. (max)
4 lbs.
P
Macuahuitl (fanged sword)
35 gp
1d8
1d10
x3
-
10 lbs.
P & B
Spear, whip
20 gp
1d4
1d6
x2
-
8 lbs.
S & P
Exotic Ranged Weapons
Triskatar crossbow
450 gp
1d8
1d10
19-20/x2
160 ft.
8 lbs.
P
Armor
Armor
Max
Check
Spell
Speed
Armor
Cost
Bonus
Dex
Penalty
Failure (30 ft.)
(20 ft.)
Weight
Light armor
Feathered tunic or cloak
170 gp
+2
+12
0
0%
30 ft.
20 ft.
5 lbs.
Feathered tabard
200 gp
+3
+10
0
5%
30 ft
20 ft
5 lbs.
Feathered war suit
500 gp
+5
+8
0
15%
30 ft
20 ft
10 lbs.
Diamond studded leather
1,000 gp
+4
+5
-1
15%
30 ft.
20 ft.
15 lbs.
Diamond chain shirt
2,300 gp
+7
+6
0
20%
30 ft.
20 ft.
5 lbs.
Medium armor
Lorica
300 gp
+6
+3
-4
35%
25 ft.
20 ft.
30 lbs.
Diamond scale mail
5,000 gp
+4
+5
-2
25%
30 ft.
20 ft.
10 lbs.
Diamond chainmail
2,000 gp
+10
+4
-2
30%
30 ft.
20 ft.
15 lbs.
Diamond breastplate
4,700 gp
+10
+5
-2
25%
30 ft.
20 ft.
10 lbs.
Heavy armor
Diamond half-plate
8,000 gp
+14
+4
-3
40%
30 ft.
20 ft.
20 lbs.
Diamond full plate
20,000 gp
+16
+3
-4
35%
30 ft.
20 ft.
20 lbs.
Normal Goods and Services
Item
Cost
Weight
Place of Origin
Food and Drink
Dried fish (2 fish)
3 sp
1/2 lb.
anywhere
Lares (Brendirian alcoholic spirits)
8 gp
-
Brendir
Mulsum (honeyed wine)
10 gp
5 lbs.
Kenabu
Natron (fish preservative; 1 pouch)
5 sp
-
Wiresh
Palm wine
8 gp
4 lbs.
Wiresh
Figs
2 sp
-
warm dry regions
Olives
1 sp
-
Brendir
Grapes
1 sp
-
Brendir
Drugs and Poisons
Arkendi ale (jug)
5 gp
5 lbs.
Arkend
Thukharukh
80 gp
-
Deranged subterranean signature areas
Services
Bath, plebian
1 sp
Bath, patrician
5 sp
Bath, spa
10 sp or more
Boarding house
12 gp/week*
Carriage service, air
2 gp/ .25 mile
Carriage service, land
1 sp/ .25 mile
Courier
8 sp/day plus food and lodging
Hostel
1 gp/night
Massage
10 sp or more
Resort palace or villa
15 gp/night and up
Tenement
30 gp/month
*Remember that a Thraxian week is 6 days long.
Flying Vehicles
Flying Vehicles
Size
Maneuverability
Speed
Payload
Cost – Buy/Rent
Latoman glider (single)
Huge (35 ft. wingspan)
Clumsy
50 ft.
300 lbs.
140 gp/10 gp
Latoman glider (double)
Huge (50 ft. wingspan)
Clumsy
40 ft.
600 lbs.
190 gp/30 gp
Ornithopter
Huge (70 ft. wingspan)
Average
90 ft.
1.5 tons
28,000 gp/–
Sea Vessels
Water Craft
Size
Maneuverability
Speed
Payload
Cost
Dhow
Gargantuan
Average
265 ft./30 mph
35 tons
10,000 gp
Fip
Huge
Perfect
500 ft./57 mph
5 tons
15,000 gp*
Trireme
Colossal
Good
75 ft./8.5 mph
120 tons
50,000 gp
Hauler
Colossal
Clumsy
30 ft./3.4 mph
3,000 tons
3,000,000 gp
Kalo
Gargantuan
Poor
18 ft./0.3 mph
1,500 tons
50,000 gp
* Does not include
holds of holding
.
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