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University of Central Oklahoma Edmond, Oklahoma College of Graduate Studies & Research 144 A THESIS SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN ENGLISH By Dallas E. Caldwell Edmond, Oklahoma 2009 ABSTRACT NAME: Dallas E. Caldwell TITLE: 144 DIRECTOR OF THESIS: Dr. Wayne Stein PAGES: 192 ABSTRACT: 144 is a Fantasy Role-Playing Game (RPG) set in the world of Traespairnas. This world is filled with exotic peoples, mystical locations, and fearsome monsters. As a table-top RPG, the game is designed to be played with a group of friends with one person acting as the group’s Lore Master. Players will create their own heroes to take part in limitless adventures in this new world. Ten playable Races are available at the outset with several sub-sects diversifying choices even further. Many of the Races have strong mythological ties or present classic fantasy Races with a unique twist. While this volume does not present the entire population of the world, it gives a beginning look into the prominent Races along with their societal structures and cultural nuances. When creating a character, players will be able choose from three base Classes: Warrior, Specialist, and Mage. From this starting point, characters are strengthened by hundreds of Spells and Abilities. The specific nature of a character’s build is completely up to the player. They may spend Ability Points as they choose in order to make their character a distinctive and powerful hero. The game uses as its groundwork the Open Game License. Taking the basic core of using polyhedral dice as a mechanic, the game is grown into something altogether new and unique. Players will be able to immerse themselves in the world of the 144 as they adventure through political intrigue, fearsome dungeons, dark catacombs, epic battles, and one deadly encounter after another. Personality, motivation, and background are all up to the player as they use this book to create their ideal Warrior, most intriguing Specialist, or most powerful Mage. This work lays the foundation for many future works and has room for expansion within itself. Future editions will delve further into monstrous threat and the adjudicating of rules. As a separate work, 144 acts as a first glimpse into this Role-Playing Game and a bridge by which players can enter a new world. Table of Contents Forward 3 Preface 5 CHAPTER 1 – Introduction 8 CHAPTER 2 – Creating a Hero 14 Description 15 Attributes 19 CHAPTER 3 – Races 22 Cairtol 25 Coranthen 27 Cratin 28 Dairbun 30 Dorokti 31 Faldred 36 Melaci 37 Peltin 39 Undlander 42 Yarsac 44 CHAPTER 4 – Classes 46 Warrior 49 Specialist 53 Mage 56 CHAPTER 5 – Skills 60 CHAPTER 6 – Abilities 69 CHAPTER 7 – Spells 102 CHAPTER 8 – Equipment 149 Armor 152 Shields 154 Weapons 154 Goods 161 Gear 163 CHAPTER 9 – Basic Rules 165 Combat 166 CHAPTER 10 – The World 175 Guilds and Organizations 176 Points of Interest 181 Appendix 188 Open Game License 188 Character Sheet 191 1 Tables Table 2.1 – Attribute Bonuses 21 Table 2.2 – Point-Buy Attribute Costs 21 Table 4.1 – Level by Experience Points 47 Table 4.2 – Warrior Level Progression 50 Table 4.3 – Warrior Class Abilities 51 Table 4.4 – Specialist Level Progression 54 Table 4.5 – Specialist Class Abilities 55 Table 4.6 – Mage Level Progression 58 Table 4.7 – Mage Class Abilities 59 Table 5.1 – Skill Cost 61 Table 5.2 – Knowledge Checks 63 Table 5.3 – Balance Checks 63 Table 5.4 – Tumble Checks 63 Table 5.5 – Climb Checks 64 Table 5.6 – Swim Checks 64 Table 5.7 – Direction Checks 65 Table 5.8 – Track Check Conditional Modifiers 66 Table 5.9 – Persuasion Checks 67 Table 5.10 – Move Silently Checks 68 Table 5.11 – Open Lock Checks 68 Table 7.1 – Spell Tiers 104 Table 7.2 – Spell Trees 105 Table 7.3 – Confusion Effects 117 Table 7.4 – Teleportation Mishaps 144 Table 8.1 – Carrying Capacity 151 Table 8.2 – Armor 153 Table 8.3 – Shields 154 Table 8.4 – Weapon Damage 155 Table 8.5 – Weapons 159 Table 8.6 – Goods 162 Table 8.7 – Gear 164 Table 9.1 – Combat Actions 168 Table 9.2 – Attack Bonus 169 Table 9.3 – Critical Hits 169 Table 9.4 – Critical Fumbles 169 Table 9.5 – Defense and Resistance 170 Table 9.6 – Creature Size and Reach 171 Table 9.7 – Combat Attack Modifiers 172 Table 9.8 – Combat Defense Modifiers 172 Table 9.9 – Grapple Bonus 174 Table 9.10 – Grappling Size Modifiers 174 Table 9.11 – Two-Weapon Fighting 174 2 FORWARD gather around a table ready to begin. If If this is your first experience with a Role- you are using miniatures, your Lore Master Playing Game, you may be wondering will set up the room on the square grid and what exactly a Role-Playing Game is. allow you to place your miniatures on the Commonly referred to as RPGs, Role- board, possibly adding his own to Playing Games are social games that bring represent monster or NPCs. With your players together through a common story dice at the ready and your character sheet or campaign. The game is playing using in hand your game session might go a little dice, character sheets, and, often, something like this: miniatures to represent each character. In 144, the Lore Master controls Lore Master: You find yourselves the pace of the game and acts as the in a crowded tavern just after storyteller and rules adjudicator. They will sunset. Noisy patrons boast about supply the plot hooks, interactions, and their day, take part in games of threats for the game. In essence, they are chance, and order liberally from the the game. They represent the world in bar. Sawdust covers the floor which your character lives. If you were to leading up to the central bar. use a video game as an analogy, the Lore Behind the bar stands an old Yarsac Master would be the game programmer with dark hair and a sagging gut. who provides the levels, minions, and boss fights. Spencer: I walk up the bar and If the Lore Master is the game order a drink. programmer, then the dice are your controllers. Using the dice in conjunction Lore Master: The bartender hands with your character’s statistics determines you an ale and holds out his hand. whether or not your character can jump “Two copper.” What are the rest of over a hole, find a hidden key, or strike an you doing? opponent in combat. Once you and your friends have Taylor: I’ll find an empty table. gathered, your Lore Master will lead the way to adventure. Some groups prefer a Robbie: I’ll get a drink too then Hack and Slash style game where combat head to the table. makes of the majority of the campaign and leaves little room for social interaction. Emily: Me too. Other groups might prefer an in-depth Lore Master: Okay. You find a storyline with rich details, charismatic table in the corner. A few patrons Non-Player Characters (NPCs), and watch you warily as you move dramatic plot twists. While the Lore through the room. Make an Master will be the determining factor in Awareness Skill Check. the game style, it is usually best if your group decides what type of game they Taylor: (Rolls). I got a 22. want to play before the campaign even gets started. Robbie: (Rolls). 8. Let’s assume you have decided on a Lore Master, and that he has prepared Emily: (Rolls). 15. campaign for your group. Your group will 3 Spencer: (Rolls). 2. Lore Master: Emily is first. Lore Master: While three of you Emily: Do I recognize the creature? busy yourselves with your drinks, Taylor notices an Undlander sitting Lore Master: Roll a Religion or across the room. The Undlander is Arcanis check. grinning at your group and spinning a dagger on his table. Emily: (Rolls). I got a 24 Religion. Taylor: I tell the group, “Guys, Lore Master: The creature is a don’t mean to alarm, but I think Despoiler. It was likely created we’re being watched.” through a violent death, usually involving poison. It is a mindless Combat works the same way. In the undead that exists to bring ruin to following example the group has been anything living. It has a poisonous adventuring for days, deep in dank touch and can emit a sickening catacombs. spray from its mouth. Lore Master: The door opens with Emily: So, I guess talking this out a creak. (Draws the room on the isn’t really an option. I cast Ball of square grid). The room is filled Fire! with an acrid stench that is almost tangible. A mist boils from a In this instance, combat would continue sarcophagus in the middle of the until the creature was slain or the party was room. A toppled statue lies behind defeated. Each player would decide their it, broken pieces littering the actions on their turn and the Lore Master ground. Also of note are a large would continue to control the creature and tapestry depicting a coastal scene, the environment. possibly near Nas Sonath, and a When the battle is over, the game scorch mark on the floor near the continues as normal allowing the statue’s base. characters to explore the rest of the room or leave for a safer haven. Robbie: I open the sarcophagus! The different options available to characters and the specific rules for Taylor: Wait! interaction are further detailed later in this book.