Monday, November 25, 2013

Sign Up for Aeranos RPG Rules Updates

It struck me recently, that there might be someone out there playtesting our game that we're unaware of (I know, wishful thinking).
But just in case, if you want to be informed of any fixes/rule changes, email us and we'll include you in the fix updates.


Basic Gaming Mechanics Questions

What do you like better as a player?

1. Varying skill test targets?
(really stinking easy: Target 6, Incredibly Unrealistically Tough: Target 25)

2. Varying modifiers to your skill tests, where 10 is always the target?
(really stinking easy: +4 to your roll, Incredibly Unrealistically Tough: -12 from your roll)

D20 uses the first. I'm currently using the second. It's a semantic change, but I'm curious what feels better to a player...

Sunday, November 24, 2013

Aeranos Update - New Spell

Revenant Host 3 - Empower (Death 5)
Casting Time:1 Turn
Duration: 1 Day (Longer with risk)
Range: Medium
Resistance: None (Special)
Reagents: Ingredient: A special paste made from the ash of a bloodless creature. (-6 without)

By inscribing a special death rune onto the forehead of the body, you transfer your consciousness temporarily into a recently deceased namer corpse of Size -1 to +1, taking over the use of the body.

The magic that infuses the corpse actually repairs previous damage and injuries to the body, except for missing limbs. You are able to cast spells and speak normally. Assuming you have all your limbs, you can often pass as living, at least from a distance. Anyone who interacts closely with you, gets an Awareness Test 14 . Those who have reason to be suspicious, either from familiarity with the past owner of the body, or knowledge that death magic may be at work, get bonuses to their test at the GM’s discretion.

While you inhabit the corpse, you have the ability to regenerate damage. You can ignore all light wounds, and repair all other wounds at the rate of one wound level per minute, up to and including severed limbs. Mortal wounds will destroy the link and end the spell.

Instead of a corpse, you can take over an existing Shambler or Bone Reaver. If the creature is currently under the effects of a Bloodless Binding spell it may attempt to resist this spell with the caster's spell test.

You may end this spell at any time. While in effect, your own body appears as if asleep. If you or the host body is destroyed, the spell ends. If your actual body is damaged, you must make a Mind Test 15 to sense it. Otherwise, you remain unaware.

Keeping the host body for longer than 24 hours comes with risk. The sunrise past the first 24 hours you must either voluntarily end the spell or choose to keep it active. Keeping the spell going requires you to make a Mind test 15. Success allows you to end the spell whenever you wish, at any distance from your actual body. Failure traps you in the host for another 24 hours. The next sunrise, you must be within 1 mile of your actual body and make another test (+2 difficulty) in order to end the spell, or the spell continues. This process continues, with additional +2 difficulties until you manage to return to your actual body and end the spell, or your actual body dies.

While the spell is in effect, your actual body may require tending, or it could grow weak and die. Prolonged use of a corpse, beyond a day, makes it unusable for subsequent casting of this or lower level versions of this spell.

Aeranos Update - New Spell

Spell Rune (Enchantment 6)
XP Cost: 2d6 + 6

Base Learning Time: 1 Month
Casting Time: 10 hours per spell level of rune (-1 per success) Minimum 1 hour.
Duration: Until activated or destroyed.
Range: Touch
Resistance: None
Reagents: Focus: Specially crafted stylus unique to the caster that requires two weeks and a Craft 20 test to initially prepare. Ingredient: Specially prepared, magical ink that requires a spellcraft 20 test and 1 day to prepare 6 runes worth.

The art of creating a magical scroll is rare, even among the Gifted. The bare bones of the process revolves around this ritual. Although the products are often scrolls, they can also take other forms, like stones, tattoos, coins or bones. The actual magic lies in the powerful symbol scribed onto the object.

This powerful ritual allows the caster to imbue specially inked and prepared runes with all of the magic of one spell, to be released at a later time, as if cast by the rune crafter.

In order to create a rune, the caster must:
• Have a suitably smooth surface on which to scribe the rune.
• Spend the complete duration of the ritual in uninterrupted crafting.
• Know and be able to normally cast the spell.
• Successfully cast the spell during the ritual (separate from this spell test).

Once the ritual is complete, the spell is transferred into the rune.

A Spell Rune has the following features:
• Takes up an area of 3 to 6 inches in diameter.
• Detects as magic equal to the spell inscribed.
• Can be identified by non-gifted readers with an Intelligence and Arcana test equal to the scribed spell level +14.
• Gifted who attempt to identify a rune directly, always activate the rune. For this reason, casters often surround the rune with non-magical "instructions" that include the name and use of the spell. If such instructions are included, gifted readers may attempt to identify the rune as described above, but with a Spellcraft test. Gifted who know the spell get a +5 to this test. Failing this test by 5 or more activates the rune.

For the cost of 5 success, a spell rune can be designed to be triggered by even non-gifted.

Each spell rune created, lowers the Spell Threshold of the caster by 1. This Threshold point cannot be regained until the rune is either activated, or destroyed. This fact, combined with the rarity of high level spellcasters with this particular talent, is the reason Spell Rune scrolls are so uncommon, and expensive. Gifted can only make a limited quantity, and if an active Spell Rune goes missing; lost in a tomb, or hoarded away in a dragon's treasure, the caster is weakened.

Monday, November 11, 2013

Aeranos Update: The Atlantean Threat!


A new entry in the setting chapter...

The Altanteans
Destruction of their first home, and near annihilation of their second, has not deterred the Royal House of At'lal from seeking dominion over their third. Protected and hidden behind the Dragon Wall, on the isolated continent of Lycenia, they have regained much of their former power, power that even Gods and dragons fear. Even now they plot with demons to undermine the divine pantheon and conquer their enemies. Unbeknownst to most, they have discovered planar pathways into Aeranos. Their spies and agents sew the seeds of dissent among the kingdoms. Through political intrigue, misinformation, theft and assassination, they stifle progress and do all in their power to soften the enemy for their inevitable invasion.

The Five Kingdoms
With the exception of the oldest among the Durin DarkUrth Empire and the wisest aong the Syvani tribes of Manawyn, the great kingdoms of Aeranos live largely in ignorance of the Atlanteans who plot against them. The bloody war that followed the cataclysm is mostly forgotten, buried amid the tide of horrible events during those times. Even among those who still know of the threat, it is thought to be contained within the Dragon Wall. Those of the Dusk Hunter's League have sparse support from governments, who are busy with far "weightier" problems.

The Dusk Hunters League
Their name is derived from one of the first group of heroes to identify the conspiracy, who followed a trail into the Traveller's city of Shadow 120 years ago, and were never seen again. In the intervening years the "league" has grown in fits and starts. It consists of adventurers, priests, guild members and minor nobles who know some force stands against the Five Kingdoms, but not what exactly that force is.

The Alliance of Shadows
The Atlanteans are very careful. While they have sent powerful agents into Aeranos, they do the bulk of their work through cats paws and second parties. They have spies in most large governments and guilds. There are tribes of Knockfar who do their bidding without knowing it. Demons often work in league with them. Even the Wicalic orders of the Gods are sometimes their unwilling pawns. Most of all, the Kuranani of Curum Felith Isle are their allies. These cousins of Atlantean ancestry take slaves for their hidden masters and work in secret to weaken the kingdoms of Aeranos.

The most trusted agents of the Alliance are equipped with Atlantean technology and Biomancy, a truly fearsome weapon.

The Gods of Light and Shadow
While all the Gods, both light and dark, are aware of the threat behind the Dragon Wall, only the Huntress and the Summoner, the elder Gods that predate the Cataclysm, know the true nature of the enemy. As of now, they still believe the threat is contained. While they remain ever vigilant, and may perceive a darkness, they remain ignorant of the turn in tactics. Besides, the outworld demons are threat enough to keep them and the Namer Gods occupied. A situation no doubt cultivated by the Atlanteans.

Demons are allies, tools and enemies of the Atlanteans, depending on their strengths and wisdom. The Demon Lords, like Sevos and Minerest are powerful allies who see the promise of souls in an Atlantean invasion. But they are wise enough, and greedy enough to take care in their dealings, rightfully guessing that their allies hold no true love for them. Other demons are not powerful enough to deal with the Atlanteans as equals. Most make no distinction between an Atlantean summoner and an Aeranosian, but the immortals still use them. Still others are too interested in personal power to be anything but enemies to the Atlanteans.

The Democ Fenura, or Demon realms, are of great interest to the Atlanteans. Much like demons, the outworld Atlanteans can use these pocket dimensions as sanctuaries, where their biomancy and technology function, but the magic of Aeranos does not.

Wednesday, November 6, 2013

Aeranos Playtest Ruleset!

The Aeranos RPG Playtest Ruleset is up and ready for testing! Things aren't perfect yet, and there's lots still to add, but the bare bones of the system are in place and ready to hopefully provide you and your friends with some fun.
Please take a look, ask questions, give comments. We're very excited to hear about your experience!