Re: Dungeon Fantasy in Discworld
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Regardless, instead of being Half-Elf, you could be Elf-Blooded. You have a streak of elf blood somewhere in your anscestry. Could give you DX +1, a bit of Appearance, a bad attitude, and a fairly severe Secret. |
Re: Dungeon Fantasy in Discworld
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Magrit is stated in the books to be an excellent herbalist, and is the best of the three Lancre Witches. |
Re: Dungeon Fantasy in Discworld
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Humans (including borderline cases like Igors and Nobby) Dwarves Trolls Gnolls Gargoyles Goblins/Gnomes (including Nac Mac Feegle) Elfkin Golems (or should that be golemim?) Werewolves Vampires Zombies Have I missed any? Some of the more powerful types, such as Golems and Vampires, might need to be 200-250 templates, with the option of just taking a professional lense as opposed to a full professional template. Notes on professional templates: Barbarian - might need to make the Gigantism and SM-1 optional, since many examples of barbarian heroes in the books were either never that large, or shrank with age. Actually Bravd might be the only one I *know* to be large enough to justify it... otherwise, this should require only minor tweaking. Bard - there's no evidence that many if any Discworld bards have these kinds of magical abilities, but on the other hand I don't see many problems with having more experienced folks from Llamedos or other locales gain them. Cleric - as we've already mentioned, there are issues with the idea of Discworld gods granting their followers consistent magic, let alone magical healing. On the other hand, there could be a gaggle of 'activist' gods interested in poaching on the more established gods' territory and worshippers (note that of course Blind Io will actually be one of them in one of his many guises), and while healing with magic is a recipe for disaster when attempted by wizards, it might not be so problematic for gods - especially if there's an Asclepius-like figure among them who invented the concept of homeostasis in relation to morphic fields. I'd still probably impose nasty or humorous effects on critical or even normal failures, though. Druid - Of course, the druids of Llamedos are more interested in the latest lithic technology than tree-hugging, but there could always be another locale on the Disc where 'nature-priest' Druids do exist. On the other hand, we could replace this template with a Witch template, replacing Power Investiture with Magery, restricting the spell college choices in slightly different ways (or maybe just deprecating most 'flashy' magic regardless of college), and adding Headology skill and Signature Gear for witchy hats and broomsticks. Holy Warrior - basically the same notes basically apply as for Clerics. Knight - no problems here, really. Martial Artist - just vary which abilities are taken (or if new ones like Time-Slicing become available) based on which Hubland monastery the character hails from. Scout - no problems here, although the power of narrative will almost certainly determine either that you are a long-lost descendant of kings or that you keep running into problems with local sherrifs. Swashbuckler - as written. Thief - If operating in Ankh-Morporkh, one will need membership in the Guild or a lot of chutzpah and luck. Not sure if membership counts as more than a Perk, though - maybe a combined Patron and Duty? Those taking the Assassin lense belong to a different guild, of course, and almost require a bumped up Status. Wizard - Will just require minor tweaks along the lines of what spells are appropriate to the Disc, how to value staffs with a knob on the end as Power Items, etc. Probably make a whole bunch more disadvantages such as Gluttony, Laziness, etc. available... |
Re: Dungeon Fantasy in Discworld
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Re: Dungeon Fantasy in Discworld
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Re: Dungeon Fantasy in Discworld
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Anyway, the Disc is big enough that there could even be some backwater area just the other side of the Hub where Elfkin are called Elves, and everybody but dwarves, trolls, and the wiser witches are taken in by their press and whatever glamour they're able to muster to believe that they're truly a noble, ancient race... would it be beneath me to suggest it be called Hubwards Elrondia? |
Re: Dungeon Fantasy in Discworld
Decided to rez this thread, 'cause I'm liking this concept a lot. I could see spellcasting clerics as a new rising trend for gods wanting to draw worshippers through flashy miracular "publicity stunts". Holy Warriors could be recruited by more militant deities along the same lines.
As for a good place for Dungeon Fantasy campaigns on the Disc, one place comes to mind: Uberwald (I dunno how to type the two little dots on my keyboard, sorry). It's described as a HUGE country, with no single dominant rulership or culture, and with a wide variety of climates across the countryside. Who's willing to bet it's landscape is also dotted with numerous ancient ruins filled with monsters and treasures, all just waiting for adventurers to come in to kill and plunder? |
Re: Dungeon Fantasy in Discworld
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There's also the point that Lancre is almost certainly not the only country bordering on the Ramtops with 'gnarly ground', where whole unknown kingdoms can hide in the nooks and crannies between two seemingly adjacent points. But yeah, Uberwald has a lot of adventuring potential. Just off the top of my head, you've got your standard Haunted Castle of the (very traditional) Vampire Count, your Den of the Werewolf Overlords, your Caverns of the Dwarfs, your Lair of the Mad Scientist complete with newly created monster, and quite likely a few out-and-out dungeons stocked by an up and coming Evil Overlord whose surname just might be Dread.... |
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