Saturday, October 17, 2015

Prodigy Races translated into LotFP

I hate the idea of race-as-class.  It is the definition of racism.  Even in Tolkien, we had more diversity in our elves and dwarves than that suggested by the race-as-class idea.  So, we are just skipping over that and jumping to actually useful material.

In LotFP, characters are generated by 3d6 in order.  This represents, I suppose, the randomness of the universe and the degree to which it doesn't care that we wanted a fighter, we get someone with 18 Int and a Con of 5 instead.  Races let you pick and choose where your abilities go, with some caveats.

Bairnedred: Highest scores must be in Dexterity and Wisdom.
Ferocia: Highest scores must be in Dexterity and Constitution, and lowest or 2nd-lowest must be in Strength due to small size.
Archivists: Highest scores must be in Intelligence and Wisdom and lowest or 2nd-lowest must be in Strength due to small size.

Prodigy Trades translated into LotFP Part III

Reminding you that:

Prodigy does not have a vanilla fantasy backbone, which means that most D&D classes are not appropriate - any class involving elves, dwarves, halflings, gnomes, etc. is out immediately, as are any that refer to traditional wizards, sorcerers, and druids (in the normal D&D sense), among others.  This is problematic when, for example, you are trying to run a LotFP game for your local Tabletop Gaming Association in the world of Prodigy.  Playing strictly by the rules, you are down to 3 classes - fighters, specialists, and clerics (which are the priests of the One True God).  Since I am trying to be inclusive, I am allowing traditional wizards, but I've also made it very clear that most magic does not happen the way traditional wizards do it.

Well, my players have progressed away from the human-centric center regions, they are now able to create non-human characters and therefore have access to the non-standard abilities these new related classes have.  So, inspired by Goblin Punch's excellent series of posts (there are others, too), here is one of the Prodigy trades rendered system-less for general digestion.

The Sohei

Sohei are warrior monks devoted to the idea of peace.  They utilize violence to usher in an era of tranquility.  The irony mostly escapes them.

Sohei are like thieves/specialists, but they have a new skill, Peacebonding, and only get 1/2 the regular amount of skill points/whatever that thieves/specialists get.
The Sohei can use Peacebonding to force other targets to remain peaceful (unless the Sohei and their allies become aggressive).

They can also spend their skill points or whatever to improve their fighting ability.

Sohei wield giant battle oars called eiku.

Prodigy Trades translated into LotFP Part II

As a reminder:

Prodigy does not have a vanilla fantasy backbone, which means that most D&D classes are not appropriate - any class involving elves, dwarves, halflings, gnomes, etc. is out immediately, as are any that refer to traditional wizards, sorcerers, and druids (in the normal D&D sense), among others.  This is problematic when, for example, you are trying to run a LotFP game for your local Tabletop Gaming Association in the world of Prodigy.  Playing strictly by the rules, you are down to 3 classes - fighters, specialists, and clerics (which are the priests of the One True  God).  Since I am trying to be inclusive, I am allowing traditional wizards, but I've also made it very clear that most magic does not happen the way traditional wizards do it.

Well, my players have progressed away from the human-centric center regions, they are now able to create non-human characters and therefore have access to the non-standard abilities these new related classes have.  So, inspired by Goblin Punch's excellent series of posts (there are others, too), here is one of the Prodigy trades rendered system-less for general digestion.

Conduits
Conduits worship the jungle of Sahargeen, believing it to be the literal origin of all life.  The forest is, actually, the origin of all life, so it gives Conduits a little bit of power as a thank you for spreading the word.

Herb Lore
As the Druid

Skilled:
Conduits get the same skills as thief-type classes, but only half the number of points to spend on them
They also have a new skill: Sahargeen's Bounty
1. Sacred Grove - the Conduit can designate a space as belonging to Sahargeen.  All allies find their hp recovery doubled while they rest inside the space, and enemies cannot find the Conduit and their allies without employing magical means more powerful than the Conduit
2. Gain an animal companion, and can ask trees to grow branches in a certain shape and then have them drop.  This allows them to make wooden tools in whatever shape they need that have not been touched by tools.
4. Shapeshift - the Conduit can take the form of any local animal, gaining their Strength, Dex, and Con as well as their unique abilities.
8. Would-be poachers, overzealous loggers and other people who violate the sanctity of natural spaces are cursed: nothing involving them can ever flourish or develop (wine to vinegar, food to ash, wounds never heal, etc.)

Prodigy Trades translated into LotFP Part I

Prodigy does not have a vanilla fantasy backbone, which means that most D&D classes are not appropriate - any class involving elves, dwarves, halflings, gnomes, etc. is out immediately, as are any that refer to traditional wizards, sorcerers, and druids (in the normal D&D sense), among others.  This is problematic when, for example, you are trying to run a LotFP game for your local Tabletop Gaming Association in the world of Prodigy.  Playing strictly by the rules, you are down to 3 classes - fighters, specialists, and clerics (which are the priests of the One True  God).  Since I am trying to be inclusive, I am allowing traditional wizards, but I've also made it very clear that most magic does not happen the way traditional wizards do it.

Well, my players have progressed away from the human-centric center regions, they are now able to create non-human characters and therefore have access to the non-standard abilities these new related classes have.  So, inspired by Goblin Punch's excellent series of posts (there are others, too), here is one of the Prodigy trades rendered system-less for general digestion.

Druid
Druids worship powerful Sidh (capricious elves and fairies and nymphs and dryads and maenads and enki and shabiri and djinni and stuff), giving them gifts in exchange for tutelage in their particular branch of magic: sorcery.

Druids are based on Magic-Users or Illusionists.

Herb Lore
Given time in a wild environment, druids can gather enough plants to make a poultice or poison, allowing them to double someone's hp recovery or knock someone out.  They do plant-things, whatever plant-things are in your game.

Glamours
These are magical effects.  They don't work if the target or the druid is wearing silver.

Honeyed Words
1. By touching someone, the druid becomes their best friend.
2. The druid's friends happily comply with small favors
4. Friends of the druid will do anything the druid asks, as long as it is not clearly suicidal or violates their moral compass
8. Those affected by this magic will do anything the druid asks.

Camouflage
1. Change how a 25square yard or 9 cubic yard section of space looks
2. The illusion can now generate smells and sounds
4. The illusion can now move
8. The illusion is tangible - stairs can be climbed, swords cut, food sustains, etc.

Sleep
1. Touched creature who fail their saves are fatigued.
2. Touched creatures instead can fall asleep.
4. The druid can erase or manufacture small details from the minds of a sleeping target.
8. The druid can wholly rewrite the memories of a sleeping target.

At character creation and at each subsequent level, the druid gets 1 point to spend on any of the 3 glamours, increasing its level by 1 (all glamours begin at level 0).