((IronyOwl gave me permission to crib from his Expedition Arcane))The Undying Court is not pleased. More specifically, they are not pleased with
you. Your crimes, real or imagined, have gained you a spot on the latest colonial expedition to new lands, this time a penal colony, after the last several waves of previous settlers were lost, presumed eaten by the locals.
But that's okay! With your mastery of magic, even this is merely a minor hindrance on your inevitable path to ultimate arcane power followed by revenge on those fools who thought to exile you!
Now, you have been given some minders, but you're sure that won't be a problem to someone of your scintillating intellect. Really, the dangers of the hostile environment are likely to be the bigger problem.
Each turn represents one week, during which time each player receives two actions. Other "Heroic" characters also receive two actions, but most normal individuals only receive one. Minor actions, such as most conversations or cursory examinations, do not take an action unless they become inordinately involved.
RollsThe nature of an action's effect is determined by a roll. Nothing modifies this base number, though various things can affect the details of the actual outcome.
Roll | Name | Description |
20 | CRIT! | +4 XP. Unique beneficial effect. Skeletons that are fully conscious and can act on their own and learn skills, a house incorporating a natural hot spring beneath it. |
17-19 | Bonus | +2 XP. Additional beneficial effect. Skeletons that can see life force, a house that stays cool in summer and warm in winter. |
11-16 | Good | Additional minor beneficial effect. Skeletons that emit fearsome shrieks, a house with pleasant wood grain patterns. |
5-10 | Poor | Additional minor negative effect. Skeletons that emit derpy shrieks, a house with creaky floorboards. |
2-4 | Malus | +2 XP. Additional negative effect. Skeletons that have difficulty not feasting upon the living, a drafty house. |
1 | FAIL! | +4 XP. Unique negative effect. Skeletons that break loose and begin causing and feeding off of bad dreams, a house that accidentally tunnels into a giant acid worm hive. |
Skills and XPMost actions utilize skills for their effect, and grant xp to those skills on good rolls. By default, the magnitude of an action is equal to the value of its corresponding skill.
Note that this does mean that Dabbling and Inexperienced actions are legitimately harmful. This makes training individuals in new skills a somewhat difficult and expensive prospect.
Name | Value | XP to Next/Total XP to Reach |
Inexperienced | -1 | 2 |
Dabbling | +0 | 2 |
Novice | +1 | 4 |
Apprentice | +2 | 8 |
Adept | +4 | 16 |
Expert | +6 | 32 |
Master | +8 | 64 |
Magic is usually divided into three chief components(though some might have more) that must be specified to explain the function of the spell.
Power:
What powers the magic. Ambient mana, leylines(a superior form of ambient mana), sunlight, human sacrifice, diamonds etc. Better power sources increase the strength of the magic and makes it more likely to succeed.
Effect:
What the magic does. It creates fire, causes the dead to rise as zombies etc.
Mechanism:
The method/spellcasting by which power is transformed into the effect. "The stone circle draws in the power of the leyline, squishing the dense mana into a laser beam." "By pouring the fel power of onyxes into the deceased flesh of the unicorn, I raise it up as a zombie in a hours long ritual". "Having plucked a hair from the man's head, I use this to create a sympathetic connection with a voodoo doll that I then torture". Certain methodologies may make you action more or less likely to succeed based on my whim.
Materials:
Potentially optional, materials help to increase the stability of the magic. Particularly exceptional materials may also increase sophistication and strength.
In a separate categorization than the components, magicks are based on four parts, Strength, Scale, Stability and Sophistication. When you create the magic, you may choose to allocate your magnitude into these four categories in whatever way you like.
Strength:
How powerful the effect is. The difference between a fireball as hot as a candle and one as hot as the sun. 0 means the magic fizzles.
Scale:
How large the effect is. Increase is not linear. 0 means the spell doesn't effect anything.
Stability:
How well the magic will persist over the long term, and how resistant they are to destruction. Combat spells tend to have 0 or 1 here. Generally you need at least 3 stability for anything "permanent", 2 would last several months or even a year.
Sophistication:
Allows you to create more intricate effects. A magic that only activates on the third dawn of a month if activated by someone with red hair, and only attacks orcs.
You automatically apply metamagic skills to your own magic, and may apply one of your skills to the magic of others during the turn of the casting as a major action. (If used to aid another, it uses their skill in the magic school to determine the magnitude used)
Channeling:
Adds the smaller magnitude of this or the relevant magic school to increase Strength and Scale at a 50/50 ratio.
Casting:
Adds the smaller magnitude of this or the relevant magic school to increase Stability and Sophistication at a 50/50 ratio.
Name: What do they call you?
Race, Gender, and Class: What are you?
Physical Description: What do you look like?
Mental Description: What do you think and act like?
Backstory: What happened to you?
Primary Skills: You begin at (Adept) in a magical school and metamagic skill of your choice. Feel free to experiment or inquire as to what constitutes a valid skill or school.
Secondary Skill: You begin at (Apprentice) in a supporting skill of your choice. Should support your primary skill, class, or role, but then why wouldn't it.
Tertiary Skills: You begin at (Novice) in a pair of tertiary skills. These may be supporting skills to your class or other skills, hobbies, racial or cultural quirks, or something else entirely.
Signature: Possessions come and go, but this thing seems fairly well-entrenched on your person. Usually a practical tool of your trade, but sometimes an aid for your interests, sentimental token, or even a servant or pet.
Crimes: The reason you were assigned to a penal colony.
Equipment: Your material possessions, or at least the ones you're bringing with you. Usually just clothing and basic tools, but a handful of more exotic trinkets aren't unheard of.
[b]Name:[/b] What do they call you?
[b]Race, Gender, and Class:[/b] What are you?
[b]Physical Description:[/b] What do you look like?
[b]Mental Description:[/b] What do you think and act like?
[b]Backstory:[/b] What happened to you?
[b]Primary Skills:[/b] You begin at (Adept) in a magical school and metamagic skill of your choice. Feel free to experiment or inquire as to what constitutes a valid skill or school.
[b]Secondary Skill:[/b] You begin at (Apprentice) in a supporting skill of your choice. Should support your primary skill, class, or role, but then why wouldn't it.
[b]Tertiary Skills:[/b] You begin at (Novice) in a pair of tertiary skills. These may be supporting skills to your class or other skills, hobbies, racial or cultural quirks, or something else entirely.
[b]Signature:[/b] Possessions come and go, but this thing seems fairly well-entrenched on your person. Usually a practical tool of your trade, but sometimes an aid for your interests, sentimental token, or even a servant or pet.
[b]Crimes:[/b] The reason you were assigned to a penal colony.
[b]Equipment:[/b] Your material possessions, or at least the ones you're bringing with you. Usually just clothing and basic tools, but a handful of more exotic trinkets aren't unheard of.
Isolation: How difficult the settlement is to reach, be it through time, danger, or other obstacles and complications. Greater isolation tends to mean greater freedom and less assistance. Note that only Exile actually sends you to another plane (unlike in Expedition Arcane) with the other options sending you to places on the same world as the Undying Court.
-Exile: Practically a one-way trip. While reaching and returning from the settlement is probably possible, it's a terrible idea unless you absolutely have to. Freedom (from anyone not already in the settlement, that is) is virtually guaranteed, but so is being almost entirely on your own.
-Trek: A challenge to find. Reaching and returning from the settlement is a major undertaking, not to be done lightly. Freedom is high, assistance and merchants are low.
-Journey: Difficult but doable. Reaching and returning from the settlement is most certainly a project, but an entirely feasible one under the right conditions. Contact is limited but relatively routine, ensuring that freedom and assistance are both respectable.
-Lark: Not bad at all. Reaching and returning from the settlement is about as easy as can be, ensuring that freedom is a little sparse and assistance is pretty plentiful.
-Neighbor: A expedition in the sense that eating in front of your house is a picnic. Reaching and returning from the settlement is scarcely worthy of mention, ensuring that orders and assistance can come in at any time.
Power: How much is being invested in the expedition. Higher power grants more benefits, but comes with increased ownership and involvement from entities back home.
-Penniless: This is less an expedition and more a starving herd of colonists. You don't owe nobody nothin', but that's also about how much stuff you have so good luck.
-Poor: This expedition has some token outside support, but is largely operating on its own merits. Outside interference is low, but you don't have much to work with.
-Comfortable: This expedition is well-stocked for a pioneer outing. You'll probably have some obligations to somebody, but they're more likely to be an investor than an overlord.
-Wealthy: This expedition is suspiciously well-supplied; somebody wants it to succeed. That somebody is likely going to be keeping a close eye on their substantial investment, however.
-Extravagant: Quality tools and talented servants rain from the sky. Of course, you're probably now legally something's property.
Size: How large the expedition is intended to be. Larger expeditions offer more developed and varied settlements, but tend to require more effort and responsibility to maintain.
-Outpost: Little more than a basecamp of specialists. You probably have a job you're expected to do, but likely one you're also in charge of evaluating your own performance on.
-Village: A relatively self-sufficient gaggle of colonists, usually farmers and the like around a more specialized core. You're probably expected to deal with a certain class of problems when they arise, but are otherwise left in peace.
-Town: A proper, if not exceptional, settlement with most of the reasonable amenities of home. You're probably going to get dragged into aiding the colony in some capacity.
-City: An unusually large settlement for a planar colonization effort, likely with fairly obscure luxuries and services. Their grand plans probably require you to be constantly doing things.
-Metropolis: An exceedingly ambitious attempt at colonizing the new world, likely bringing along everything you'd ever need. They're almost certainly aiming to exploit you to the full extent of your abilities.
Features: Any number of noteworthy features known or suspected to exist on the new world. They can be vague, such as Geography, Weather, or Fauna; or specific, such as chitinous firebreathing rabbits.
Hazards: Any number of noteworthy dangers or risks known or suspected to exist on the new world. They can be vague, such as Natives, Ores, or Curses; or specific, such as irradiated meteor swarms.
Boons: Any number of noteworthy benefits or opportunities known or suspected to exist on the new world. They can be vague, such as Ruins, Nature, or Undead; or specific, such as city-sized ambulatory mushrooms.
[b]Isolation:[/b] How difficult the settlement is to reach, be it through time, danger, or other obstacles and complications. Greater isolation tends to mean greater freedom and less assistance. Note that only Exile actually sends you to another plane (unlike in Expedition Arcane) with the other options sending you to places on the same world as the Undying Court.
-Exile: Practically a one-way trip. While reaching and returning from the settlement is probably [i]possible,[/i] it's a terrible idea unless you absolutely have to. Freedom (from anyone not already in the settlement, that is) is virtually guaranteed, but so is being almost entirely on your own.
-Trek: A challenge to find. Reaching and returning from the settlement is a major undertaking, not to be done lightly. Freedom is high, assistance and merchants are low.
-Journey: Difficult but doable. Reaching and returning from the settlement is most certainly a project, but an entirely feasible one under the right conditions. Contact is limited but relatively routine, ensuring that freedom and assistance are both respectable.
-Lark: Not bad at all. Reaching and returning from the settlement is about as easy as can be, ensuring that freedom is a little sparse and assistance is pretty plentiful.
-Neighbor: A expedition in the sense that eating in front of your house is a picnic. Reaching and returning from the settlement is scarcely worthy of mention, ensuring that orders and assistance can come in at any time.
[b]Power:[/b] How much is being invested in the expedition. Higher power grants more benefits, but comes with increased ownership and involvement from entities back home.
-Penniless: This is less an expedition and more a starving herd of colonists. You don't owe nobody nothin', but that's also about how much stuff you have so good luck.
-Poor: This expedition has some token outside support, but is largely operating on its own merits. Outside interference is low, but you don't have much to work with.
-Comfortable: This expedition is well-stocked for a pioneer outing. You'll probably have some obligations to somebody, but they're more likely to be an investor than an overlord.
-Wealthy: This expedition is suspiciously well-supplied; somebody wants it to succeed. That somebody is likely going to be keeping a close eye on their substantial investment, however.
-Extravagant: Quality tools and talented servants rain from the sky. Of course, you're probably now legally something's property.
[b]Size:[/b] How large the expedition is intended to be. Larger expeditions offer more developed and varied settlements, but tend to require more effort and responsibility to maintain.
-Outpost: Little more than a basecamp of specialists. You probably have a job you're expected to do, but likely one you're also in charge of evaluating your own performance on.
-Village: A relatively self-sufficient gaggle of colonists, usually farmers and the like around a more specialized core. You're probably expected to deal with a certain class of problems when they arise, but are otherwise left in peace.
-Town: A proper, if not exceptional, settlement with most of the reasonable amenities of home. You're probably going to get dragged into aiding the colony in some capacity.
-City: An unusually large settlement for a planar colonization effort, likely with fairly obscure luxuries and services. Their grand plans probably require you to be constantly doing things.
-Metropolis: An exceedingly ambitious attempt at colonizing the new world, likely bringing along everything you'd ever need. They're almost certainly aiming to exploit you to the full extent of your abilities.
[b]Features:[/b] Any number of noteworthy features known or suspected to exist on the new land. They can be vague, such as Geography, Weather, or Fauna; or specific, such as chitinous firebreathing rabbits.
[b]Hazards:[/b] Any number of noteworthy dangers or risks known or suspected to exist on the new land. They can be vague, such as Natives, Ores, or Curses; or specific, such as irradiated meteor swarms.
[b]Boons:[/b] Any number of noteworthy benefits or opportunities known or suspected to exist on the new land. They can be vague, such as Ruins, Nature, or Undead; or specific, such as city-sized ambulatory mushrooms.
7 players, as that is a magically significant number probably, selected via rolling. You may submit an Expedition Sheet even if you do not submit a Character Sheet and vice versa. Expedition Sheets may omit portions you don't feel strongly about. Contents of Expedition Sheets are not guaranteed to make it in, but are not linked to whether you make it in as a player.
((Got a bit lazy with editing the expedition sheet for my version but it should probably be fine.))