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Old 10-18-2007, 04:59 AM   Top  -  End  -  #1
NakedCelt
Dwarf in the Playground
 
 
Join Date: Jul 2007
Location: 
Dunedin, New Zealand
Gender: Male
Default [Setting] Shadows of Time

My work of gods know how long (on and off) is finally just about ready to share with other people...

I have created a Stone Age/ Ice Age setting. I'm calling it "Shadows of Time" just to have a name to put on the thread, it doesn't have to be called that.

Flavour is basically "cave-men plus fairy-tales". Society is tribal. There are no metals, no agriculture, and no writing as such, although a few favoured individuals do use symbols of sorts in their spellcasting. With no Magic Shops, I had to think up a new way to give warrior classes a hope against spellcasters at higher levels. My mana system, I hope, goes some way towards that.

For both flavour and balance reasons, big flashy spells are out; even the sorcerer gets a severely restricted supply. I've also eliminated ones that feel artificial to me — most notably invisibility, because the whole thing about the spell ending when you attack is, as far as I'm concerned, tantamount to a flashing neon sign saying "THIS IS TO BALANCE THE GAME! PLEASE METAGAME, NO, GO ON, I BEG YOU!" Instead you get chamaeleon as a 2nd-level spell and greater invisibility is renamed invisibility.

Out of a purely pedantic taste for realism, I've also changed the hit point system to a version inspired by "vitality/wounding". Armour Class would have had to be renamed anyway (armour as such is hard to come by in the Stone Age), so your Defence now rises with your level. It never, ever made sense to me that people would stay just as easy to hit, but get harder and harder to injure, as they gained combat experience.

Similarly, I'm not going to be including hundreds of different species of intelligent "monsters"... not on the Material Plane, anyway. (Speaking of planes, I've cut that down too; there are just three.) There's maybe a dozen intelligent humanoids, plus a few dragons. However, unlike many fantasy settings, humans do not dominate the world, and other intelligent races show just as much cultural variation as them. Shadows of Time happens before all the magical races "fade away".

I'm open to suggestions, but any that contradict the above conditions, or try and sneak around the Stone Age setting (there is no such thing as a stone sword), will be disregarded.
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Old 10-18-2007, 05:00 AM   Top  -  End  -  #2
NakedCelt
Dwarf in the Playground
 
 
Join Date: Jul 2007
Location: 
Dunedin, New Zealand
Gender: Male
Default Re: [Setting] Shadows of Time

SHADOWS OF TIME: MECHANICS

DAMAGE
All damage is nonlethal damage. However, whenever a character takes more than 5 damage from a single attack, she loses 1 temporary point of Constitution for every 5 damage dealt, unless the attack was a subdual attack.
When a character's hit points are reduced to 0, she is dazed. When her hit points are reduced to -(1/2 her Constitution score), she is stunned. When her hit points are reduced to -(her Constitution score), she is unconscious.
A subdual attack must be declared before it is rolled. The roll must beat the target's Defence by at least 4 in order to make a successful subdual attack. If the roll is successful, it deals no Constitution damage no matter how high the damage is. If the roll does not beat the target's Defence, it misses as normal. If the roll beats the target's Defence by 3 or less, it deals damage, including Constitution damage, as normal.
Accumulated damage from a continuous condition, such as fire damage from being on fire, is treated as damage from a single attack for the purposes of determining Constitution loss.
Energy Damage
Electricity damage is now fire damage. Sonic damage no longer exists. The formerly untyped damage dealt by the warlock's eldritch blast is now known as eldritch damage. Force damage is also now eldritch damage.
Healing
A cure spell restores one point of Constitution damage due to wounding for every 5 hit points it restores. It does not restore Constitution damage due to extreme temperature, poison, or direct ability damage.

DEFENCE AND PROTECTION
Defence is equivalent in function to Armour Class. A standard D&D character may be converted to the Defence system as follows:
  1. Start with 10.
  2. Add size bonus as you would for Armour Class.
    1. For any levels in a class (or monster type) which has a good base Reflex save (1/2 x HD + 2), add that base Reflex save.
    2. For any levels in a class (or monster type) which is proficient with shields or heavy armour, add a good base Reflex save (1/2 x HD + 2). (Note: Shields and heavy armour do not exist in this setting.)
    3. For any levels in a class (or monster type) which has a poor base Reflex save (1/3 x HD) and is not proficient with shields or heavy armour, add a poor base Reflex save.
  3. Add Dexterity bonus as for Armour Class.
  4. Add any other bonuses to Armour Class except armour bonuses and natural armour bonuses.
Protection is equivalent in function to Damage Reduction. A standard D&D character may be converted to the Protection system as follows:
  1. If the character has no natural armour and no Damage Reduction, her unarmoured Protection score is 0.
  2. If the character has nonmagical natural armour but no Damage Reduction, her Protection score is equal to her natural armour bonus - 3 (to a minimum of 0). The protection is negated by piercing weapons.
    Any magic that grants a natural armour bonus now grants that same bonus to Protection, with no reduction.
  3. If the character has Damage Reduction but no nonmagical natural armour, her Protection score is equal to her Damage Reduction. If the Damage Reduction is negated by certain energy types or materials, so is the protection. (Note, however, that the Shadows of Time setting has different energy types and different materials from the standard D&D universe.)
  4. If the character has nonmagical natural armour and Damage Reduction, her Protection score is equal to her natural armour bonus + her Damage Reduction - 5. If the Damage Reduction is negated under certain conditions, so is the protection (the entire protection).
  5. Note that armour is hard to come by in this setting. However, if the character has armour, the armour gives her a Protection bonus. The protection granted by armour must be tracked separately from the protection granted by natural armour and Damage Reduction; it is not generally subject to the same negation conditions. The protection bonus of nonmagical armour is negated by piercing weapons.

EFFECTS OF HEAT AND COLD
There are eight categories of temperature: extremely cold, below -29°C (-20°F); severely cold, from -29° to -9°C (-20° to 16°F); cold, from -9° to 6°C (16° to 43°F); cool, from 6° to 16°C (43° to 61°F); warm, from 16° to 26°C (61° to 79°F); hot, from 26° to 41°C (79° to 106°F); severely hot, from 41° to 61°C (106° to 142°F); and extremely hot, above 61°C (142°F).
Under cold conditions, a character must make a Fortitude save each hour (DC 15 + 1 per previous check) or take 1d6 damage and become fatigued. Under severely cold conditions, the character must make the Fortitude save every ten minutes; the effects are the same. Under extremely cold conditions, a character takes 2d6 damage every minute on an unsuccessful Fortitude save, and even a successful save only halves the damage.
If a character reaches 0 hit points due to cold, she becomes exhausted. If she reaches -(her Constitution score) hit points due to cold and falls unconscious, she continues to make Fortitude saves every hour, every ten minutes, or every minute — but, on a failed save, she loses 1 point of Constitution rather than 1d6 hit points.
Under hot conditions, a character must make a Fortitude save each hour (DC 15 + 1 per previous check) or take 1d6 damage and become fatigued. Under severely hot conditions, the character must make the Fortitude save every ten minutes; the effects are the same. Under extremely hot conditions, a character takes 2d6 damage every minute on an unsuccessful Fortitude save, and even a successful save only halves the damage.
If a character reaches 0 hit points due to heat, she becomes exhausted. If she reaches -(her Constitution score) hit points due to heat and falls unconscious, she continues to make Fortitude saves every hour, every ten minutes, or every minute — but, on a failed save, she loses 1 point of Constitution rather than 1d6 hit points.
Large bodies heat up and cool down more slowly than smaller ones. If the character is not Medium, she applies a size modifier to her Fortitude saves against the effects of temperature. This modifier is similar to her size modifier to defence and attack, but reversed: larger characters get bonuses to Fortitude saves against extremes of temperature (+1 Large, +2 Huge, +4 Gargantuan, +8 Colossal), while smaller characters get penalties (-1 Small, -2 Tiny, -4 Diminutive, -8 Fine).
Creatures which are immune to fire damage are also immune to the effects of heat. Creatures which are immune to cold damage are also immune to the effects of cold.

Modifying Temperature
If the heat is due to sunlight, shade lowers effective temperature by one category.
Strong or severe winds lower effective temperature by one category, more powerful winds by two.
Immersion in cold water (including just having wet skin) lowers effective temperature by two categories.
Strenuous activity, such as combat or hustling, raises effective temperature by one category. Eating substantial food raises effective temperature by one category, to a maximum of Warm. For an hour after eating, it also creates a +4 penalty to any Strength- and Dexterity- based activities that would be affected by an armour check penalty (including attack rolls). As with armour check penalties, the penalty to Swim is doubled.
Drinking substantial amounts of water lowers effective temperature by one category to a minimum of Cool.
The fur of most mammals (other than humanoids) raises their effective temperature by one category. If they come from especially cold areas, or if they grow thicker winter coats, fur raises their effective temperature by two categories. If the animal is skinned, its skin will provide a similar bonus to temperature for its wearer. However, the bonus is really due to the wearer's body heat; if she becomes exhausted due to excessive cold, she does not gain this bonus unless an additional source of heat is placed in the fur with her.

Reversing Temperature Effects
A character who has suffered damage due to cold conditions can reverse that damage by entering a warm or hotter environment. She makes a Fortitude save against the effects of cold at the same DC as her most recent save, -5 for each temperature category the environment is above Warm (that is, -5 if it is hot, -10 if severely hot, and -15 if extremely hot). If successful, she regains 1d6 hit points. In an extremely hot environment, she regains 2d6 hit points, and 1d6 even on a failed save. She may make an additional save once per minute thereafter; the DC is reduced by 1 for each successful save. Only once she has recovered all the hit points lost from cold does she need to make saves against damage from heat (though she can still be burned if she touches fire directly).
A character who has suffered damage due to hot conditions can reverse that damage by entering a cool or colder environment. She makes a Fortitude save against the effects of heat at the same DC as her most recent save, -5 for each temperature category the environment is below Cool (that is, -5 if it is cold, -10 if severely cold, and -15 if extremely cold). If successful, she regains 1d6 hit points. In an extremely cold environment, she regains 2d6 hit points, and 1d6 even on a failed save. She may make an additional save once per minute thereafter; the DC is reduced by 1 for each successful save. Only once she has recovered all the hit points lost from heat does she need to make saves against damage from cold.
In either case, since large bodies heat up and cool down more slowly than smaller ones, her size modifier to Fortitude applies in reverse: Large or larger characters get penalties (-1 Large, -2 Huge, -4 Gargantuan, -8 Colossal), and Small or smaller characters get bonuses (+1 Small, +2 Tiny, +4 Diminutive, +8 Fine).

ALIGNMENT
Alignment as such does not apply in the Shadows of Time setting; it is replaced by mana and taint. See below.

MANA
Mana is a spiritual quality of supernatural origin, an energy corresponding to the degree of influence one may wield in the Spirit World. (See post #3: Cosmology and Biology.) To have mana is to have honour and authority. Mana is not exhausted by use, but it can be lost or gained according to one's actions, and it can also be imbued in inanimate objects.
Mana has three main components:
  1. Base mana score. To find your character's base mana score, add her Charisma modifier to her level.
  2. Merit modifiers. Mana is essentially a moral quality, which can be gained or lost through right or wrong action. Your character's inherent mana score is equal to her base mana plus the following merit modifiers:
    ActionModifier
    Extraordinary victory* +2 or more (DM's discretion)
    Fulfilling an oath +1
    Completing a quest +1
    Avenging a fallen comrade +1
    Turning aside from a quest -1
    Refusing a challenge (includes insults) -1
    Raising one's Taint score -1
    Breaking an oath -2
    Extraordinary defeat* -2 or more (DM's discretion)
    *Typically, an "extraordinary victory" is one where characters succeed at an encounter of a level significantly higher than their own; an "extraordinary defeat" is one where characters fail at an encounter of a level significantly lower than their own.
    Merit modifiers also apply to certain feats. (See post #7: Skills and Feats.)
  3. Acquired mana. Objects such as weapons can be imbued with mana. This grants them a certain degree of magical power, and neither raises nor lowers the owner's mana — provided the objects remain in her possession. If such an object is seized, the mana imbued in it passes to the captor. In such a case, the former possessor's mana falls by the amount imbued in the object, while the new possessor's mana rises by the amount imbued in the object. (See post #9: Equipment and Magic Items.)
Mana and Spellcasting
A spellcaster's mana determines how many spells she can have in effect at once. To determine whether a spellcaster has sufficient mana to cast a particular spell, first add up the spell levels of any spells she has cast which are currently in effect, except for those whose duration is Permanent. To this, add the level of the spell she intends to cast (regardless of its duration). If the total exceeds her mana, she may not cast the spell. For this purpose, a spell-like ability counts as a spell, though a supernatural ability does not.

TAINT
Taint is a corruption of the mind and body, originating in the Shadow World. (See post #3: Cosmology and Biology.) It can be contracted by spending time in the Shadow World, or from attacks by Shadow creatures. The Taint is measured in a Taint score, which applies as a penalty to the character's Constitution and Wisdom scores. Thus, if a character with Constitution 14 and Wisdom 13 acquires a Taint score of 5, her Constitution falls to 9 and her Wisdom to 8.
A creature whose Constitution is reduced by Taint appears ill, often coughing and sneezing or breaking out in ugly rashes. If a character's Taint score is higher than her Constitution, she must make a Fortitude save each day at a DC equal to (10 + her Taint score), or apply the balance as a penalty to her Strength and Dexterity scores for that day.
Thus, if a character with Constitution 14 acquires a Taint score of 8, her Constitution falls to 6 and she must make a DC 18 Fortitude save each day or apply a -2 penalty to her Strength and Dexterity for that day. If her Taint score rises to 9, her Constitution falls to 5 and she must make a DC 19 Fortitude save each day or apply a -4 penalty to her Strength and Dexterity for that day.
A creature whose Wisdom is reduced by Taint appears bewildered, often becoming forgetful and irresponsible or else unreasonably aggressive. If a character's Taint score is higher than her Wisdom, she must make a Will save each day at a DC equal to (10 + her Taint score), or suffer the effects of confusion or Tasha's hideous laughter (choose at random) whenever she is under pressure to perform that day (broadly, whenever she would be unable to take 10 on a skill check).
Thus, if a character with Wisdom 13 acquires a Taint score of 7, her Wisdom falls to 6 and she must make a DC 17 Will save each day or suffer the effects of confusion or Tasha's hideous laughter at stressful moments. If her Taint score rises to 8, her Wisdom falls to 5 and the Will save DC rises to 18.

Healing the Taint
Few healing spells can reduce the Taint. A remove disease or remove curse spell will reduce the subject's Taint score by 1 to a minimum of 1; a heal spell will reduce the subject's Taint score by 3 to a minimum of 1. Wish, miracle, and psychic chirurgery can do no better than to emulate heal; no other spell can reduce the Taint at all. Only the healing waters of the Spirit World can completely wash away the Taint. (See post #3: Cosmology and Biology.)

Last edited by NakedCelt : 11-07-2007 at 10:05 PM.
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Old 10-18-2007, 05:03 AM   Top  -  End  -  #3
NakedCelt
Dwarf in the Playground
 
 
Join Date: Jul 2007
Location: 
Dunedin, New Zealand
Gender: Male
Default Re: [Setting] Shadows of Time

SHADOWS OF TIME: COSMOLOGY AND BIOLOGY

COSMOLOGY: THE THREE WORLDS
The Shadows of Time cosmology is simpler than that of standard D&D. There are just three planes of existence. They are not separate and distinct entities: all three are coexistent with each other. There are no demiplanes or extraplanar spaces anywhere, and no magic can create or open such spaces.
Legend has it that, when the worlds were being created, they were not three but one; a single plane known as the Dream World. At that time there was no death, no Taint, and all creatures were spirit beings. Then the great elemental dragons arose and warred with one another and with the titans, and from the vast spiritual energies expended in their rage and destruction the Shadow World came into being, and the Dream was ended.
The Three Worlds are: the Earthly World, the Shadow World, and the Spirit World. When a creature dies in the Earthly World, its spirit passes into the Shadow World. Though all spirits have the nature of the Spirit World within them, those trapped in the Shadow World are slowly destroyed by the nature of the Taint. A spirit (or the corpse it once animated) must be consecrated if it is to pass to the Spirit World.

THE EARTHLY WORLD
The Earthly World is the equivalent of the Material Plane. Both the Shadow World and the Spirit World are invisible from it, although the denizens of either may manifest themselves in the Earthly World.
Though equivalent in function to the Material Plane, a casual visitor might mistake the Earthly World for Ysgard or the Beastlands. It has oceans and continents, forests and mountains, and vast open skies. It is populated by plants and animals, the latter including vermin, beasts, dragons and humanoids. Some creatures born in it (notably dragons and fey) are spirit creatures, with connections to the Spirit World. Such creatures are referred to as "earthly spirits".
Being an analogue of the Material Plane, the Earthly World has the following traits:
  • Normal gravity.
  • Normal time.
  • Alterable morphic.
  • Normal magic.
All four elements operate in the Earthly World, though not so powerfully as in the Spirit World.

THE SHADOW WORLD
Nothing that has life or mind truly originates from the darkness of the Shadow World. However, many spirit creatures are trapped there: the ghosts of the dead, the soul fragments known as wisps, and the weird and terrifying coagulations of wisps that are the demons. And then there is the essence of the Shadow itself, which has neither life nor mind, nor indeed shape, but nevertheless preys upon the unwary.
The Shadow World is always dark and foggy. The thick, low cloud that fills the sky admits no light of sun, moon or stars, only a perpetual sickly greenish glow. Landmarks from the Earthly World may be briefly recognisable in twisted and broken form, but the only constant in the Shadow World is change. Each point of the Shadow World does indeed correspond to a location in the Earthly World, but distances and directions between locations are entirely arbitrary.
The Shadow World has the following traits:
  • Highly morphic. The Shadow World is continually changing and flowing. The ground ripples and heaves, throwing adventurers into disarray. (Move randomly chosen areas of the map every 1d8 rounds as in the description of Limbo in the Dungeon Masters' Guide, p. 159; areas that move are subject to the effects of an earthquake spell in that round.)
  • Sporadically negative-dominant. Approximately 10% of the Shadow World has the minor negative-dominant trait; approximately 1% has the major negative-dominant trait.
  • Enhanced magic. Darkness spells, shadow spells, illusions and necromancies are enhanced in the Shadow World. Such spells are cast as though prepared with the Heighten Spell feat (heightened by three levels to a maximum of 9th level), though they don't require higher spell slots.
  • Impeded magic. Elemental spells and healings may fail in the Shadow World. A spellcaster attempting to cast such a spell must succeed on a Spellcraft check (DC 20 + spell level) or it fails. Even if the Spellcraft check is successful, any fire spell cast in the Shadow World has its range halved.
  • Tainted. Each day, a character in the Shadow World must make a Fortitude save against DC 10 + 5 per previous check, or her Taint score increases by 1. If the character has eaten an ounce (1/16 lb.) of salt during that day, she need not make the Fortitude save; it automatically succeeds. If the character eats anything that originated in the Shadow World, she must immediately make a Fortitude save against DC 40 or her Taint score increases by 5. Any character who dies in the Shadow World rises within 1d4 minutes as a ghost; her corpse appears at the corresponding location in the Earthly World.
  • Entrapping. Each week, an earthly creature in the Shadow World must make a Will save (DC 10 + her Taint score) or become depressed, apathetic, and bitter. An entrapped character cannot leave the Shadow World of her own volition and has no desire to do so.
  • Debilitating. Creatures trapped in the Shadow World for centuries lose parts of their spirits over time; the lost fragments appear as wisps. This process is too slow to realistically affect adventurers, however — a Shadow creature typically takes a -1 penalty to one ability score every century.
Interaction with the Shadow World
Creatures in the Shadow World cannot be seen from the Earthly World unless they choose to manifest themselves, which ghosts and demons can do but wisps and shadow ooze cannot. No Shadow creature can manifest in daylight.
Creatures in the Shadow World that manifest themselves are visible but incorporeal in the Earthly World. A Shadow creature cannot affect the Earthly World unless it manifests itself.
When it is night in the Earthly World, its inhabitants can be seen in the Shadow World, translucent and incorporeal but quite visible. If natural daylight falls on an Earthly creature, then — as seen from the Shadow World — the creature disappears and reappears randomly as if subject to a blink spell.
Obsidian items and magic items in the Earthly World have a 50% chance of affecting creatures in the Shadow World + 2% per point of mana imbued in them. Spells cast in the Earthly World to target Shadow creatures have a 50% chance + 1% per caster level of succeeding, unless they are light or positive energy spells, in which case the chance is 60% + 2% per caster level.
Salt (coated on an item, carved into a weapon, or thrown like dust) deals acid damage to Shadow creatures. However, unless the salted item is obsidian or magical, or the salt is taken into the Shadow World by magic, it can only affect creatures that are manifesting.
Areas of the Earthly World can become so Tainted (for instance, by an unhallow spell) that Shadow creatures are able to materialize fully there, becoming corporeal. Even in such places, no Shadow creature can manifest in daylight.
A character who has died and is trapped as a ghost in the Shadow World cannot be raised or resurrected, even by true resurrection. She can, however, be summoned by a raise ghost spell. See post #8: Spells.

THE SPIRIT WORLD
The Spirit World is similar in general appearance to the Earthly World, but it is more excellent in every way. Colours are brighter, mountains are taller, the air is sweeter and more fragrant. Hallowed spirits find their home here, growing more enlightened and more at one with the universe. Visiting characters who are not spirit creatures are overpowered by the intensity of their sensations, suffering penalties as if dazzled (-1 to attack, Search, and Spot).
In the Spirit World, spirit creatures, including Earthly spirits, generate an aura of courage like an experienced paladin: allies within 10 feet (including the spirit creature herself) gain +4 to saving throws versus fear. Spirits who are native to the Spirit World, not Earthly spirits, radiate an aura of menace when angry or in combat: hostile creatures within 20 feet must make a Will save (DC = 10 + 1/2 spirit's HD + spirit's Charisma + spirit's merit bonuses to mana) or take a -2 penalty on attacks, defence, and saves for 24 hours or until they successfully attack the spirit that generated the aura.
Objects without a mana score cannot be brought to the Spirit World by any magical means. Tainted objects or characters cannot enter the Spirit World unless their mana score is higher than their Taint score, and their Taint score applies as a merit penalty to their mana for all purposes while in the Spirit World.
The Spirit World has the following traits:
  • Timeless. Days and nights pass in the Spirit World, but characters do not need to eat or sleep, although they can eat if they wish to do so; certain foods found in the Spirit World have magical effects. Additionally, characters do not age in the Spirit World — but, upon returning to the Earthly World, any lost age catches up with the character instantly. Any corpse brought to the Spirit World, and the body of any character who dies in the Spirit World, is affected as if by a gentle repose spell until such time as it is returned to the Earthly World.
  • Impeded morphic. Any character of Earthly origin attempting to manipulate an object in the Spirit World must make a mana check against DC 20 (DC 15 for Earthly spirits) or find it immovable, unbreakable, and impossible to affect in any way. Similarly, any attack by an Earthly character against a Spirit foe in the Spirit World will bounce off harmlessly unless the attacker succeeds on a mana check against DC 10 + foe's mana (DC 5 + foe's mana for Earthly spirits).
  • Locally positive-dominant. Flowing water in the Spirit World has the minor positive-dominant trait. A drink from a Spirit stream functions as a potion of cure light wounds. Full immersion in Spirit water removes 1 point of Taint per minute, and is the only thing that can reduce one's Taint score to 0.
  • Enhanced magic. Elemental spells and healing spells are enhanced in the Spirit World. Such spells are cast as though prepared with the Heighten Spell feat (heightened by three levels to a maximum of 9th level), though they don't require higher spell slots.
  • Impeded magic. Illusions and darkness spells function imperfectly in the Spirit World, creating only blurriness, not darkness or invisibility. Necromancies with numerical variables are minimized (damage die roll set to 1); necromancies which produce partial effects on a successful save instead produce partial effects on a failed save and no effect at all on a success; necromancies which actually affect corpses or create undead creatures instead fail to function altogether.
  • Entrapping. Each week, an Earthly creature in the Spirit World must make a Will save (DC 10 + 1 per previous check) or become unnaturally calm, at peace, and satisfied with her circumstances. An entrapped character cannot leave the Spirit World of her own volition and has no desire to do so.
  • Enlightening. Creatures who remain in the Spirit World for centuries become attuned to it, developing a form of telepathy that links them to other spirits, so that their identity is gradually merged into the very fabric of the plane. This process is too slow to realistically affect adventurers, however; it generally takes some seven to ten thousand years to complete.
Interacting with the Spirit World
Creatures in the Spirit World cannot be seen from the Earthly World unless they choose to manifest themselves. Unlike Shadow creatures, a Spirit creature can choose to manifest itself selectively, so that some Earthly creatures can see it and others cannot.
Creatures in the Spirit World that manifest themselves are visible but incorporeal in the Earthly World. A creature in the Spirit World can affect only those in the Earthly World to whom it manifests itself. A creature in the Spirit World cannot affect unattended, inanimate objects in the Earthly World unless it manifests itself non-selectively to all Earthly creatures.
Creatures in the Spirit World cannot be seen in the Shadow World, nor can they affect it in any way.
Creatures in the Earthly World are visible, though translucent and incorporeal, in the Spirit World. Creatures who have become invisible by magic are still visible from the Spirit World, just slightly blurred.
Creatures in the Shadow World appear in the Spirit World only as shadows moving over the ground. Tainted areas in the Earthly World, where Shadow creatures can materialize fully, are treated as being in the Shadow World for these purposes — all creatures in them are visible only as shadows in the Spirit World.
Obsidian items and magic items in the Earthly World have a 50% chance of affecting creatures in the Spirit World + 2% per point of mana imbued in them. Spells cast in the Earthly World to target Spirit creatures have a 50% chance + 1% per caster level of succeeding, unless they are eldritch or negative energy spells, in which case the chance is 60% + 2% per caster level.
Areas in the Earthly World can become so sacred (for instance, by a hallow spell) that Spirit creatures can materialize fully there, becoming corporeal. Additionally, nature spirits — spirits who have become mystically bound to a particular feature of the landscape — can materialize fully, becoming corporeal, within 100 yards of their chosen feature.
A dead character who has been consecrated and has passed to the Spirit World cannot be animated as an undead creature. She can be raised or resurrected, but, although she becomes corporeal, she remains a spirit creature (she becomes an Earthly spirit). Such a character must be persuaded to return to the Earthly World by inviting her to participate in a task or quest that she had already embarked on, but not completed, before she died. If there is no such task, the spell fails. When the task is completed, she disappears from the Earthly World immediately, returning to the Spirit World.
Spirits can also be summoned from the Spirit World by certain spells. See Post #8: Spells.

Consecrating a Dead Character
The easiest way to ensure that a character's soul passes to the Spirit World is to cast a consecrate or hallow spell on the area which contains her corpse, or to bring her corpse to an area which has already been consecrated or hallowed. Provided the character's Taint score has not already risen to exceed her mana as a result of the time her soul has spent in the Shadow World, this is all that need be done; once in the Spirit World, her spirit will seek out Spirit waters in which to bathe and cleanse away any remaining Taint.
Characters who cannot cast consecrate or hallow can still consecrate their fallen friends, but it takes a great toll on their souls. The living characters can perform a ritual which takes an entire day (and must be performed in daylight). In the process of this ritual, the living characters spend a total number of XP determined by the dead character's Taint score — including Taint acquired while trapped in the Shadow World after death — according to the following table:
Taint ScoreXP Required
01000
11400
22600
34600
47400
511,000
615,400
720,600
826,600
933,400
1041,000
 etc. (= 1000 + 400 x Taint squared)
If the corpse is not available, the living characters must travel to the Shadow World and track down the anguished soul of their companion. If the living characters do not contribute enough XP, the dead character remains in the Shadow World and the ritual must be performed again, making up the balance of the required XP, before she is freed. The XP cost can be shared out as desired among willing characters.
If the dead character's Taint score is higher than her mana, then this ritual must be performed even if she is brought to a consecrated or hallowed area — but the amount of XP required is determined by the dead character's Taint score minus her mana. Thus, a character with a Taint score of 17 and a mana score of 14 requires 4600 XP to consecrate in a hallowed area.
If some of the dead character's mana is imbued in her possessions, those possessions must be destroyed in the course of the ritual or their mana does not count towards countering her Taint. If she is later raised or resurrected, the broken remains of these possessions will be magically repaired and available for her use.
The ritual of consecration can also be performed upon demons, with the end result that the demon is destroyed. Knowing this, demons resist the ritual with all their (considerable) might.

BIOLOGY: CREATURE CLASSIFICATION
The Shadows of Time setting's creature classification system is quite different from that of standard D&D. Creature types are determined according to their kind and their world of origin. The creature classifications are as follows.

Earthly World Creatures
Creatures originating from the Earthly World are either animals or plants. Most plants are not conscious, and hence are objects rather than creatures. The Earthly World does however include some animate plants, and these have the Plant type.
"Animals" encompass four types (all of whom have the Animal subtype). Most animals in the Earthly World have the Vermin type, but most of those that are large enough to impact on adventurers' lives have the Beast type. Most vermin are mindless, while most beasts have an Intelligence score of 2 or less. Exceptions, though the minority, are not uncommon, and such enhanced vermin or beasts have the Spirit subtype.
Two groups of animals have become so distinct from their Beastly relatives that they warrant separate types: the Dragons, relatives of the Reptilians, and the Humanoids, an offshoot of the Simians. Dragons and some Humanoids have the Spirit subtype. All animals with the Spirit subtype are earthly spirits.
Humanoids can be further divided into five subtypes: Fey, Giants, Goblins, Humans, and Trolls.
  • Fey include the elves and gnomes, and also the more powerful huldu and pixies. All Fey have the Spirit subtype.
  • Giants come in three varieties: common giants, mountain giants, and titans. Titans have the Spirit subtype.
  • Goblins include common goblins, hobgoblins, and imps.
  • Humans are the youngest of the humanoid subtypes, and come in just one race.
  • Trolls vary greatly in size, encompassing dwarves, common trolls (formerly known as orcs), wood trolls (ogres), and mountain trolls (or hill giants).
  • Additionally, some humanoids from every race acquire, or are born with, the Shapechanger subtype.
See post #3: Races and post #10: Creatures.

Shadow World Creatures
Nothing that has life or mind truly originates from the Shadow World. However, a number of spirits have their home there. These spirits can be divided into three types: the Ghosts, spirits of the dead; the Wisps, fragments of lost souls; and the Demons, conglomerations of wisps that have gained a will and sentience of their own. All three have the Shadow and Spirit subtypes. All are corporeal in the Shadow World. Ghosts and Demons can manifest themselves in the Earthly World, but are incorporeal there.
Ghosts are recognisable to those who knew them in life, but they are always tortured and often insane due to the horrors of being trapped in the Shadow World. They are the "undead" of the Shadows of Time setting. See post #10: Creatures.
Wisps are small and almost powerless, little balls of sickly green light that float about the Shadow World. Each has just one mood, mindset, or behaviour pattern. They are therefore, strictly speaking, mindless. They can, however, capture and possess the unsuspecting. See post #10: Creatures.
Demons are created when aggressive Wisps attempt to capture and possess each other, thus forming composite creatures with multiple different states of mind — always dominated by aggression. They take various shapes, almost always hideous to behold. See post #10: Creatures.
Finally, the Shadow World contains one more creature type: the Oozes. These lifeless, mindless, formless beings crawl about the Shadow World devouring everything in their path. They have the Shadow subtype but not the Spirit subtype. They cannot manifest themselves in the Earthly World.

Spirit World Creatures
The inhabitants of the Spirit World are noble and august, and are seldom seen in the Earthly World. In their gradual attainment of enlightenment and spiritual power, they abandon distinctions between themselves. For Spirit World creatures, "Spirit" is a type rather than a subtype. That said, any effect which applies to a creature of the Spirit subtype also applies to a creature of the Spirit type.

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Old 10-18-2007, 05:05 AM   Top  -  End  -  #4
NakedCelt
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Default Re: [Setting] Shadows of Time

SHADOWS OF TIME: RACES
As in the standard D&D setting, players begin character creation by choosing a race. Many of these are similar to those in the Player's Handbook. One major difference, however, is that most Shadows of Time races have fewer special abilities. This is because, in addition to her race, every character has a tribe, and will derive some abilities from that tribe.
For illustration, consider the D&D halfling. Certain of the halfling's racial abilities (+2 bonus on Listen checks, +2 bonus on Climb, Jump, and Move Silently checks) are derived from its physical characteristics (keen ears, agile build). If there were halflings in Shadows of Time (there aren't), they would have these same racial abilities. But the halfling's +1 bonus on attacks with thrown weapons and slings is derived from the halfling custom of throwing and slinging stones. In Shadows of Time, this would be a tribal ability; some tribes would have this custom, while others might have concentrated on the shortbow or the blowpipe. Some suggested tribal abilities are given in post #7: Skills and Feats.
Likewise, there are no racial languages in Shadows of Time; each tribe has its own language. As a rule, allied tribes, who spend a good deal of time interacting with each other, find one another's languages easier to understand than those of enemy tribes. See the Communicate skill in post #7: Skills and Feats.
However, the races do have favoured classes, common to all tribes of that race; despite the tribal variation, each race's strengths and weaknesses make its members more suited for some lifestyles than for others. See post #5: Classes for new rules on multiclassing.
The common races of Shadows of Time are set out below. Spoiler tags are used to reduce length. Only races of LA = 0 are described here. For more powerful character races, see post #10: Creatures.

HUMANS
Spoiler


DWARVES
Spoiler


ELVES
Spoiler


GNOMES
Spoiler


GOBLINS
Spoiler


TROLLS
Spoiler

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Old 10-18-2007, 05:06 AM   Top  -  End  -  #5
NakedCelt
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Default Re: [Setting] Shadows of Time

SHADOWS OF TIME: CLASSES
The following base classes are available in the Shadows of Time setting. Some are Player's Handbook classes, or slightly modified versions; others are from other sources. The brawler, slayer, tracker and witchdoctor are my own. In all cases, the class has a base defence score that rises with level (see post #2: Mechanics), and class skills should be altered to fit the Shadows of Time skill set (see post #7: Skills and Feats).
The base classes of Shadows of Time are set out below. Spoiler tags are used for classes laid out in full. Regrettably, class abilities cannot be set out properly in tables as this would put the post over the character limit, but all necessary information should be easy enough to find.

BARBARIAN
Applied to Shadows of Time, the term "barbarian" is something of a misnomer — there is no "civilization" to distinguish barbarians from. Most tribal languages' word for this class would translate better as "angry warrior" or "furious one". Alongside fighters, barbarians are the mainstay of their tribes' warrior forces.

The barbarian class in Shadows of Time is distinguished from that of the Player's Handbook by its base defence score (see post #2: Mechanics) and its skill set (see post #7: Skills and Feats). The Shadows of Time barbarian does not gain Trap Sense as a class feature.

BARD
Shadows of Time bards are not merely entertainers and sweet-tongued tricksters — though they fill both roles extremely well. A bard is his tribe's historian and ambassador, and a gatherer and bearer of news. Additionally, the bards of neighbouring tribes typically belong to a bardic brotherhood, who meet in secret in the depths of the forest to sing, tell tales, and share secrets. Whether all the tales are true... now, there's a question many a warrior has had cause to ponder who went to war on the word of a bard.

The bard class in Shadows of Time is distinguished from that of the Player's Handbook by its base defence score (see post #2: Mechanics), its skill set (see post #7: Skills and Feats), and its spell list (see post #8: Spells). Additionally, when using a bardic music ability, a bard adds his merit modifiers to mana to his ranks in the Perform skill both for determining whether he can use a particular ability and for actually making Perform checks.

BRAWLER
The brawler is a specialist warrior, prone to bloodthirsty rages like the barbarian — but nothing stands between her and her foe, not even the finicky pieces of wood and stone that others call "weaponry". She strikes with her fists, elbows, knees, feet, and forehead, and may fling things at her enemies if they are out of her reach. Though brawlers are rare (except in troll and giant tribes), they are highly respected by most warriors.

Spoiler


FIGHTER
Those who cannot summon the blood frenzy of the barbarian or brawler are not necessarily debarred from fighting for their tribes. Subtler or more dogged individuals may gain prowess through long practice and training. Alongside barbarians, fighters are the mainstay of their tribes' warrior forces.

The fighter class in Shadows of Time is distinguished from that of the Player's Handbook by its base defence score (see post #2: Mechanics) and its skill set (see post #7: Skills and Feats).

SHAMAN
The shaman is the intermediary between the Earthly World and the Spirit World. It is he who speaks to the ancestors on behalf of the living, and to the living on behalf of the ancestors. It is he who consults the spirits to request blessings and healings for his tribe and curses for its enemies. Most tribes have either a shaman or a witchdoctor, but seldom both.

The shaman class in Shadows of Time is distinguished from the spirit shaman of Complete Divine by its base defence score (see post #2: Mechanics), its skill set (see post #7: Skills and Feats), and its spell list (see post #8: Spells). Additionally, the following class features are modified:
Spirit Guide: A shaman's spirit guide is a spirit creature which manifests itself only to him. It follows the rules for spirit creatures laid out in post #3: Cosmology.
Spirit Who Walks: A 20th-level shaman becomes an earthly spirit, gaining the Spirit subtype, and gains damage reduction 5/obsidian.

SLAYER
The slayer is a warrior dedicated single-mindedly to the pursuit and destruction of a few hated enemies. Though slayers come from tribal backgrounds, like all Shadows of Time characters, most leave their tribes behind to follow their grim calling. It is not uncommon for a slayer to be the last surviving member of her tribe — on a mission to avenge her people.

Spoiler


SORCERER
The sorcerer is a natural-born master of magic, improving her inborn talents by practice. She casts spells spontaneously and instinctively, learning magic by doing it. Many gain an intuitive affinity with one of the four elements, and attain special power with spells connected to that element. Many tribes, especially human tribes, are leery of the sorcerer's power; they are often found living as hermits in empty lands.

The sorcerer class in Shadows of Time is distinguished from that of the Player's Handbook by its base defence score (see post #2: Mechanics), its skill set (see post #7: Skills and Feats), and its spell list (see post #8: Spells). The following is an additional class feature of the sorcerer:
Elemental Mastery: When a sorcerer adds a certain number of spells of a single element to her Spells Known, she is considered a master of that element. Thereafter, whenever the sorcerer casts a spell of that element, the saving throw DC is increased by 2, while the sorcerer herself gets a +2 competence bonus on saving throws against spells of that element. This bonus stacks with the bonus conferred by the Spell Focus feat. Note that when the sorcerer gains the ability to cast higher-level spells, she loses her mastery unless she learns the requisite number of spells of that element once more.
To be considered an elemental master, a sorcerer must know at least one spell of her chosen element at her highest spell level, at least two spells of that element at her second-highest spell level, and at least three spells of that element at every lower spell level.

TRACKER
The tracker is a tireless stalker of the wilderness, a stealthy sneaking hunter. He follows prey for days, waiting for the right opportunity, then strikes from the shadows. The creatures of the wild are not his friends but his prey; he gains from them not only food, but the respect of his tribe.

Spoiler


WARLOCK
The warlock draws his magic from the depths of his own ambitious heart, forgoing the subtleties of spellcasting for the delights of unbridled power. He flings eldritch energy about as easily as others throw stones, and may use his powers indefinitely with no daily limit. Small wonder that warlocks are dreaded above all other classes.

The warlock class in Shadows of Time is distinguished from that of Complete Arcane by its base defence score (see post #2: Mechanics), its skill set (see post #7: Skills and Feats), and its invocation list (see post #8: Spells).

WITCH
The witch is a subtle spellcaster, talented with charms and curses but little versed in the full range of magical power — except for the Arts she specializes in. It is said that witches gain their powers from particularly powerful spirits in exchange for fulfilling sacred duties, and, for that reason, they are often feared. Humans in particular are wary of witches.

Adapted from "Shadowfoot"'s Witch base class on the Wizards forum.

Spoiler


WITCHDOCTOR
The witchdoctor is an arcane healer and abjurer, whose ability to dispel curses and heal wounds derives not from the favour of a spirit but from his own knowledge of magical secrets. At higher levels his detailed knowledge of anatomy gives him an edge in close combat, and he crafts valuable magical talismans for protection and healing. Most tribes have either a shaman or a witchdoctor, but seldom both.

Spoiler


MULTICLASSING
As in the standard D&D rules, multiclassing is as easy as levelling up in an existing class — provided that all your existing classes are within one class level of each other, except for your favoured class. The procedure is different, however, if they are not within one level of each other.
For the purpose of the following rules, an "unfavoured class" is a class which is not your favoured class, is not an NPC class, and is two or more levels lower than your highest class.
If you have achieved sufficient XP to acquire a new class level, but have at least one unfavoured class,
  1. Roll d%.
  2. Add your Intelligence score (not bonus, score).
  3. Add any merit modifiers to mana, multiplied by 5.
  4. Spend a number of XP; you may not spend so many that you cannot level up after all. Divide the number of XP you have spent by (10 x your current character level). Add the result to your d% roll.
  5. Divide the total by 20 and round down.
  6. If the result is greater than or equal to the number of unfavoured classes you have, you may level up as planned. If not, you must take a level in an NPC class instead.
Which NPC class you must level up in depends on your character's race, and, if you are human, your highest-level class.
RaceNPC class
Fey (elves, gnomes)Adept
GoblinExpert
Troll (incl. dwarves)Warrior
Human (barbarian, brawler, fighter, slayer)Warrior
Human (bard, tracker, witchdoctor)Expert
Human (shaman, sorcerer, warlock, witch)Adept

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Old 10-18-2007, 05:08 AM   Top  -  End  -  #6
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Default Re: [Setting] Shadows of Time

Reserved for prestige classes.
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Old 10-18-2007, 05:09 AM   Top  -  End  -  #7
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Default Re: [Setting] Shadows of Time

Reserved for skills and feats.

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Old 10-18-2007, 05:10 AM   Top  -  End  -  #8
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Reserved for spells.
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Old 10-18-2007, 05:12 AM   Top  -  End  -  #9
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Reserved for equipment and magic items.

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Old 10-23-2007, 04:49 AM   Top  -  End  -  #10
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Reserved for new and modified creatures.
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Old 10-23-2007, 09:27 AM   Top  -  End  -  #11
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Reserved for witty comment
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Old 10-23-2007, 05:56 PM   Top  -  End  -  #12
NakedCelt
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Quote:
Originally Posted by Criz Reborn View Post
Reserved for witty comment
It's coming, OK? I do have a day job...
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Old 11-08-2007, 08:50 PM   Top  -  End  -  #13
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Cosmology is up.
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Old 11-08-2007, 09:35 PM   Top  -  End  -  #14
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Default Re: [Setting] Shadows of Time

I like what your trying to do with temp/weather. Have you actually played a game using those rules? How much do they slow things down?
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Old 11-11-2007, 07:45 PM   Top  -  End  -  #15
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Quote:
Originally Posted by Umarth View Post
I like what your trying to do with temp/weather. Have you actually played a game using those rules? How much do they slow things down?
No, but they shouldn't slow things down significantly. The basic rules are adapted from the Dungeon Master's Guide; my additions just make it a bit more specific as to what causes characters to heat up or cool down.
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Old 11-15-2007, 01:12 PM   Top  -  End  -  #16
vegetalss4
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Default Re: [Setting] Shadows of Time

do you still work on this or is it dead?
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Old 11-20-2007, 02:44 AM   Top  -  End  -  #17
NakedCelt
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Quote:
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do you still work on this or is it dead?
Like I said,
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It's coming, OK? I do have a day job...
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Old 11-22-2007, 02:46 AM   Top  -  End  -  #18
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Classes are up.
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