3)**BEETLE KNIGHT: You start play with a giant riding beetle, a set of plate mail, a shield, a lance, a flail, and a teenage squire (0-level). You have sworn obedience to the ruler of one of the settlements on the campaign map.
Post by stevemitchell on Nov 3, 2013 11:25:37 GMT -6
"How about using Carcosa with Tunnels and Trolls? "
The legendary 7th issue of Sorcerer's Apprentice gives you T&T stats for Azathoth, Dagon, Cthulhu, Nyarlathotep, Shub-Niggurath, and Yog-Sothoth, along with T&T stats for Deep Ones, Ghouls, Martenses, Migos, Night-Gaunts, Shoggoths, Dholes, Ghasts , Gugs, Inutos, Shantaks, Wamps, and Zoogs. Populate your T&T version of Carcosa accordingly; then base Fighters and Sorcerers on Warriors in T&T, but Sorcerers can perform Rituals per Carcosa if they have the various components/sacrifices.
Starting at 3rd level could be helpful of course, there is good precedent for starting as heroes, but in carcosa your 3 HD may be 3d4 and the 0-level peasant you are fighting might have 1d12 hit points. in the rulebook, G.M. states (if I recall correctly) that most humans are approachable if approached in a noncombative manner which can help survival. Also, he mentions multiple times that weapon and armor are quite advanced, so while I see lots of people mention bone spears and clubs as starting weapons, better I think to have charachers in plate armor with pole arms and sharp steel as the default. At the end of the day, chances are a sorcerer is going to end up as the excrement of some cthluoid monstrosity after hopefully at least getting to ride a By'yakshe at least once and best case scenario for a fighting man is to end up as a He-Man like figure with a laser gun ruling a citadel of 34 (insert color) of men, which can be done at 1st level or 10th.
Also, and especially for sorcerers, it would seem important to not identify too closely with the character you are running. The player perhaps should distance themselves, almost as if they are watching their character instead of "running" the character. This way when the sorcerer you're running gets eaten by a grue, moments after disembowling a jale boy and slipping his body into a lake, you--as the player, can enjoy the feel some sense karmic justice. After all, I enjoy watching Mazirian the Magician, but I don't necessarily want him to "win" in the end. This philosophy may perhaps lesson the sting of "your" character dying.
It's this fatalism that G.M. Wrote about that I like. If carcosa were the wish fulfillment fantasy that lots of us are use to, then the rituals wouldn't be so unpleasant to perform.
Also, he mentions multiple times that weapon and armor are quite advanced, so while I see lots of people mention bone spears and clubs as starting weapons, better I think to have charachers in plate armor with pole arms and sharp steel as the default.
In my own Carcosa campaign, I use D&D's 1974 equipment list and prices. Thus, most characters begin with plate mail and are armed to the teeth.
The first 5 Elric stories were a big inspiration for Carcosa. When I think of Elric, I think of him wearing plate mail.
Last Edit: Jun 19, 2014 23:20:17 GMT -6 by geoffrey
Post by crusssdaddy on Jun 20, 2014 19:44:27 GMT -6
I'm working on some chargen flash that's basically a background overlay for characters -- I might tie it to race, I might not. Here's a sample, format is ripped off from Scott Driver's DWARF-LAND:
Dervishes are... Unfathomably cruel savages who haunt the scorching desert wastes. Enthusiastic advocates of sorcery and abomination. Thralls of the Mummy Brains, which unleash them on weird excursions and incite them to rampage in furtherance of inscrutable plots. Overwhelmingly Chaotic – those of other alignment are escapees, outcast and marked for extinction.
Abilities: Desert survival skills +1” move Move Silently as thief of equal level Roll twice on Mutation Table, keep preferred result
Dervish Trait Table (roll d6) 1. Years spent wandering contaminated wastes has rendered you RESISTANT TO CHANGE and you enjoy a +5 bonus to saves vs. mutation effects. Regardless, your appearance is subtly off-putting to non-mutants.
2. In combat you are a FEARSOME AGGRESSOR. You automatically win initiative in the current round if you hit your opponent in the previous round. Your penchant for taking trophies will someday get you into trouble.
3. One of your eyes has been replaced with an INFERNAL OCULUS. Complete darkness is as dim light to you, invisibility is no foil to your perception. When the stars arrange themselves just so, you are bedeviled by phantasmagoric hallucinations.
4. Some time ago you recovered a PERILOUS INSCRIPTION from a buried archive. Fragmentary and unfathomable but unmistakably evil, you may barter this artefact to a despicable personage for a significant boon. Revealing to your benefactor the location of the complete formula hastens the extinction of the planet.
5. You know a CORRUPT VERNACULAR. You can communicate with intelligent spawn of Shub-Niggurath, including each of the six main races. Occasions of parley afford you a +1 reaction bonus with these creatures. The mere sound of your voice arouses suspicions among Lawful types.
6. You know the FORMULA FOR LOTUS POWDER and possess three doses of a variety of your choice. Don't get high on your own supply (you do).