Ptolus 13th Age Conversion: Difference between revisions

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''The True Danger'': Everything will be all right, provided the three grails are never reunited.
''The True Danger'': Everything will be all right, provided the three grails are never reunited.
== Races ==
=== Harrow Elves ===
+2 Dex OR +2 Wis
'''Sleepless''' (racial power)
You cannot naturally sleep, even if you want to, and are immune to magic sleep effects. If forced unconscious, you become hampered upon waking (normal save ends).<br>''Champion feat:'' when forced unconscious, you see disturbing, but prophetic visions. While this increases the save to sake off being hampered when you wake to a hard save, the GM will also provide you with information that may assist you.
=== Shoal Elves ===
+2 Dex OR +2 Cha
Shoal elves have the same Elven Grace racial trait as wood elves.


== Magic Items ==
== Magic Items ==

Revision as of 03:12, 7 October 2014

Some thoughts on converting Ptlous to 13th Age.

Prior Art

A post to Google+ by Francois Labrecque suggests some icons for use in a 13th Age Ptolus game. I had some problems with this list (as, no doubt, others will have with mine). Some of the icons seemed too small time. Not enough of the icons are in opposition to each other. Some seriously important parts of the written Ptolus experience are missing. Only eleven icons are listed. Posts of the playtest that came out of that link mentions that all of the characters had nothing but positive relations with the icons, which seems less than ideal. And so on. I did think the idea of icons being mostly organizations instead of personalities fit the tone of Ptolus, though, and previously made a more traditional attempt at the icons using organizations. No sooner did I post this, however, than a different idea struck me, one I think works a bit better…

Icons

The Ptolus setting contains a number of iconic items that drive large chunks of the history and current events. This conversion turns up the dials on this idea, making thirteen of these items seemingly sentient forces that subtly and indirectly shape the world. In other words, the icons of 13th Age Ptolus are actually icons, potent artifacts with their own agendas. They may allow themselves to be wielded, but only to further their own designs. On the other hand, being items, it is also possible to destroy them (the Ptolus book, in fact, contains at least one plot line to do just that).

Each icon achieves some degree of agency in the setting through sympathetic organizations and people, or even outright control of minions. It is through these agents that the PCs will interact with the icon, likely starting more on the periphery and moving inward and upward towards the center of the icon's power as they progress. Note that multiple icons may influence a single agent, and may be vying for control of it. Featuring such organizations can be a good way to connect PCs who follow different icons.

Note: while Ptolus provides some precedence for self-aware artifacts pulling the strings, the descriptions below take a few liberties with the setting as written.

The Book of Inverted Darkness

Of all the icons, the Book of Inverted Darkness has made the most lasting impact on history, an unfortunate fact, as it is also the most purely evil. It is also the oldest, even older than the world. Hidden away for thousands of years, the book still manages corrupt the world and works on a very long time scale.

Agency: It is hard to say whether the book is a tool of the Galchutt or the other way around. Through its connection to the sleeping lords, the book calls their brood (the rhodintor, zaug, etc.) as well the Vested of the Galchutt. Just as the Dread One was its tool, so are all who seek to emulate him. The book has corrupted countless beings, including some with long life spans and a great deal of personal power. One focus of its current attention is Lilith, through which the book hopes to gain control of the Fallen.

Positive Relationship (1): The book rewards loyalty with secret knowledge, particularly involving gaining and wielding personal power. Putting that knowledge to use, however, marks you in the eyes of others as walking a dark road.

Conflicted Relationship (1-2): You have resisted the temptations offered by the book, but it has not given up on you.

Negative Relationship (1-2): The book has given up temping you, considering you a lost cause. This inspires those trying to avoid similar temptation, but marks you as a danger to forces of evil.

The True Danger: So long as the Book of Inverted Darkness remains inaccessible and unable to corrupt powerful heroes, another reign of darkness will be avoided.

The Dreaming City

Although the crowning achievement of Elder Elven craft, Dreta Phantas wasn't designed to be sentient. Not even its creators are aware that, over the millennia of hosting elven life, it slowly became so, enhancing the culture of its creators even more. Two thousand years ago, however, the city was stolen and the icon hasn't been the same since.

Agency: Trapped as it is, and nearly forgotten, the city exerts significantly less influence than other icons. The sleeping Dream King has long been the city's most potent tool, but it relies on the Urthon Aedar (and their visions of the future) as its primary agents. Since being captured, it has been attempting, with limited success, to gain some influence among its dark elf captors. Dreta Phantas also provides an important failsafe in maintaining the captivity of the Galchutt, so counts those few who know its purpose in this regard as allies.

Positive Relationship (1-3): The Dreaming City favors those its considers important or critical either with helpful dreams sent by the Dream King, or by mysterious, fleeting (and often oblique) assistance from the Urthon Aedar. You may be the beneficiary of such gifts, even without full knowledge of what Dreta Phantas even is.

Conflicted Relationship (1-3): You may also have received dreams or interacted with the Urthon Aedar, but only as a means to the city's ends (and possibly counter to yours), a stepping stone to something (or someone) of larger importance.

Negative Relationship (1): You have been foreseen as a hindrance to the Dreaming City, or are tainted by association with those who seek to penetrate the city's defenses (e.g. Kohoath the Betrayer, the dark elves, etc.).

The True Danger: Given that its consciousness arose from the qualities of its inhabitants, Dreta Phantas falling under the control of the dark elves would eventually be disastrous for the world. On the other hand, its intelligence continues to grow, so restoring the city to its original location may give the world more than it bargained for.

The Entropy Sphere

Just as the Book of Inverted Darkness gives a shape to evil, so the Entropy Sphere embodies chaos. But while the book corrupts subtly, with its nearly limitless knowledge, the sphere is all about raw energy and direct force. On its own, however, the sphere lacks coherent direction.

Agency: By its nature, chaos is disorganized. Randomness itself tends to be the Entropy Sphere's weapon of choice, but it is also assisted by the city's many chaos cults. All creation and use of chaositech ultimately furthers the icon's agenda. The sphere's power also backs a number of sentient chaotic artifacts, such as the pandemonium deck. Should Raguel give in to pressure and pledge the Fallen to the freeing the Galchutt, the influence of this icon would increase immeasurably.

Positive Relationship (1): Forces of chaos owe you favors (perhaps people indebted to you became chaos cultists, for example). Alternatively, you have a tendency to benefit from the bad luck of others, particularly friends.

Conflicted Relationship (1-2): You have history with organized chaos (you were formerly a chaos cultist, perhaps, or have family deeply sucked into a cult), which gives you access to their knowledge, but also allows them to access you. Or, perhaps you are enamored with chaositech and walking the line between you controlling it and it controlling you. Alternatively, you may be known for wild swings of luck, both good and bad.

Negative Relationship (1-2): You have made enemies of forces loyal to chaos. This provides like-minded allies, but chaos cults likely know who you are and actively oppose you.

The True Danger: Everything will be all right provided the chaos cults never bring about the Night of Dissolution.

The Font of the Pact

Unknown to most humans, elves, dwarves, halflings, and gnomes, a fountain at the heart of the Quaan, a constructed demiplane, plots their annihilation. Resentful of being created to serve humanoids, the Font engineered the destruction of the demiplane's maker. Ever since, it has reached out to intelligent monsters, binding volunteers together in a cooperative pact to destroy humanoids. One of its present strategies aims directly at the Three Grails, hoping to turn them against the dwarves who protect them, and then against everyone else.

Agency: Any intelligent monstrous type can swear the magical pact of cooperation. Most of these "Pactlords" rely on "pactslave" minions and delight in tricking others to advance the pact's agenda without realizing it. The pact supports many slaver operations in Ptolus, including the largest, the Ennin. Currently, some tentative connections are forming between the Pact and the Killraven Crime League.

Positive Relationship (1): Deception and secrecy are key to the Pact's operations. You likely have a useful ally that secretly is (or, at least, serves) a Pactlord. For a time, the interests of this ally may dovetail nicely with your own, but this is unlikely to last.

Conflicted Relationship (1-2): The Font works on a long timescale and has no qualms about helping those it must eventually destroy, if this advances its longer term interests. Additionally, since the Pact prevents open conflict between those who swear to it, in-fighting within the Quaan requires pawns. You may be knowingly involved with a Pactlord, working with them against a greater evil (a rival Pactlord, for example). Another possibility is that your actions against one Pactlord may have brought you into the good graces of another.

Negative Relationship (1-2): All humanoids will need to die eventually, but you have been marked for death sooner rather than later. On the plus side, you are one of the few who knows of the Pact, and should have no problem convincing others in your situation to help you.

The True Danger: Everything will be all right provided the pact never get their hands on the Black Grail or other major artifacts.

The Foundry

At the height of the Empire's technological prowess, a team of eccentric and exceptional researchers and engineers lorded over a large manufactory in the Guildsman District in Ptolus, obsessed with unlocking the secrets of ælectricity. One of their experiments went horribly wrong, vaporizing the group; however, ælectrical patterns of the people they were imprinted into the facility itself. Over the centuries since, these patterns have been coalescing and interacting, growing into a rudimentary, somewhat conflicted, intelligence, dedicated to advancing technology.

Agency: Popular opinion is that the Shuul are exploiting the Foundry, but it is equally likely that the Foundry created and directs the group instead. Even more confusing is the influence of the third claimant to the Imperial throne, Segaci Fellisti, who backs the Shuul, hoping to restore the Empire's technological edge. Shuul agents are most publicly associated with the Temple of Teun (a technology god). The Shuul also have a connection to the Iron Angels and, through its association with Kevris Killraven, the Shuul helped create the Sorn. Some or all of the dwarves and followers of the Iron God who work in the Foundry may also be its agents.

Positive Relationship (1-3): You study or embrace technology or ally yourself with those that do. This is off-putting to some, however, and marks you as suspect by those in anti-technology organizations or social circles.

Conflicted Relationship (1-3): You use technology, but conflict with those who make or support it. Or you support such people, but dislike technology itself. Perhaps something even more convoluted. In any case, technology represents a good deal of complexity and drama in your life.

Negative Relationship (1-2): Your opposition to technology and/or its supporters gains you allies among the anti-tech crowd.

The True Danger: Everything will be all right provided the Shuul avoid corruption and domination by chaositech.

The Horn of Blood

As the physical manifestation of a concord between vampires and sahuagin, the Horn of Blood has grown beyond its original intent. It now manipulates both parties of the agreement to its own advantage, and slowly binds additional groups into its contract.

Agency: At present, the horn's primary implement is the Covenant of Blood, a bound contract between six powerful vampires, the Balacazar crime family and the sahuagin of the Whitewind Sea. By extension, therefore, it influences the Vai, the Hussar, gangs such as the Pale Dogs and (to a lesser extent) the Forsaken. Unbeknownst to these parties, the horn also makes rudimentary contact with nearly all of the city's vampires.

Positive Relationship (1): You are a known associate of an asset of the horn (most likely the Balacazar crime family). This connection provides you with information and assistance, but raises eyebrows among law enforcement and polite society.

Conflicted Relationship (1-2): You have no love for the horn's minions, but one or more of them has their hooks in you in some way. Perhaps you were a former member or have family deeply involved.

Negative Relationship (1-2): You are a known hindrance to one or more of the horn's assets. Perhaps you have crossed path with the vampires or foiled an operation of the Balacazar's, or maybe just are a well known member of a rival crime syndicate.

The True Danger: So long as vampirism remains contained and rare, the Horn of Blood's influence should never become overwhelmingly dominating.

The Inverted Pyramid

Even among those who know that an invisible, upside-down pyramid floats over Oldtown, most assume that the structure was created by the group of arcanists who use it as their headquarters. In reality, however, the arcanists discovered the Inverted Pyramid long before the Dread One rose to power, and none have ever determined how or when it was created, or who might have done so. The structure gives no overt signs of sentience; however, over millennia and through periods of barbarity and darkness, it has worked to accumulate and preserve vast quantities of arcane knowledge.

Agency: The pyramids most obvious agents are the arcanists of the organization that bears its name; however, its influence is subtle and far-reaching, to the point that nearly any arcane practitioner might be a tool of the Inverted Pyramid, even without realizing it.

Positive Relationship (1-3): You are in the good graces of the Inverted Pyramid or some other arcane group, possibly because of a dedication to advancing arcane knowledge or technique (and are likely an arcane caster yourself). The group will share knowledge with you, with the expectation that you reciprocate. Anti-arcane personalities or groups may shun you.

Conflicted Relationship (1-3): You are considered helpful to an arcane group, but tainted in some way. Perhaps you have assisted them, but lack arcane abilities yourself. Or, perhaps some in the arcane community agree with your approach or research and others do not. Another possibility is that you are caught up on one side of an intra-group rivalry, such as two Inverted Pyramid initiates vying for influence. It could also be that your work for one arcane group has marked you as an enemy to another.

Negative Relationship (1-2): You may vocally oppose arcane magic, or serve interests that do. Or, perhaps you are connected to someone cast out of an arcane group.

The True Danger: Everything will be all right, so long as knowledge the pyramid gains never outgrows the ability to control it.

The Jewels of Parnaith

As a benevolent pathway to enlightenment and godhood, the seven Jewels of Parnaith stand at the pinnacle of mortal accomplishments and represent the loftiest of ideals. The Jewels, however, do not prosthelytize; only those who seek enlightenment for themselves may find it. As a consequence, the Jewels exert much less influence on the world than the other icons. Additionally, now that Mosul Pearl has been perverted into Jabel Shammar, its metaphorical ties to the Jewels are slowly corrupting them as well.

Agency: Only the Wizard-Priests of Ni-Gorth act directly on the behalf of the Jewels, and then only rarely. There does exist, however, something of a micro-subculture of individuals who know of the Jewels, what they represent, and may be at different stages along the path (or working on different strategies to cheat the system).

Positive Relationship (1-3): You are serious about walking the path of enlightenment legitimately and have contact with those also on the path or, at least, scholars of it. Any success you have on your quest for enlightenment may also gain the attention of those looking for shortcuts.

Conflicted Relationship (1-3): You likely have some well-intended need to reach the Jewels (e.g. helping to stop the corruption within them, seeking something inside, wanting to ask a question of Praemus, etc.), but are not particularly interested in enlightenment and have no qualms about cheating your way in.

Negative Relationship (1): You seek to harm or gain control of one or more of the Jewels, or serve those that do.

The True Danger: Barring the full corruption of the Jewels, everything will likely be all right unless someone asks Praemus the wrong question.

The King's Stone

None outside the bickering noble houses of Ptolus (and not even all inside) know the King's Stone enforces the Ancient Rites of Custom among them still. Once the force backing a vast kingdom, that kingdom is no more, and the Stone is diminished because of it. Only the traditions remain and, perhaps deeply buried, one last spark pining for an earlier way of life.

Agency: The Stone's only direct connection to the world is the Last King; however, technically, all the noble houses swear fealty to him, and they do obey his judgements. Otherwise, the houses largely act for themselves, presenting a united front only when something challenges the special status of nobility itself, or their collective wealth is threatened.

Positive Relationship (1-3): You have somehow become generally popular with all the nobility, a rare (and usually fleeting) gift. Alternatively, you might practice the Ancient Rites of Custom yourself, inspired by the old ways or by the old King.

Conflicted Relationship (1-3): You likely have a good relationship with one (or several) noble houses, which generally puts you at odds with rival houses. Or, perhaps, you fell from the good graces of one house, and now find yourself useful to the others.

Negative Relationship (1-2): You may scoff at the Ancient Rites of Custom or, perhaps, just have no use for the nobility in general. This gains you anti-nobility allies of various stripes.

The True Danger: Everything will be all right provided the houses never unite to restore the king.

The Lion-Guarded Throne

In spite of being nothing more than a (well decorated) hunk of metal whose main job is to prevent one person's ass from hitting the ground, centuries as the focus of ambition and political will have turned the throne of the Empire into an Icon.

Agency: The throne itself is inert. The three people vying for it are anything but, and they have vast forces at their command. On the one hand is Addares XXXIV, the next in a complicated line of succession, a sybarite with the support of influential generals. On the other is Holy Emperor Rehoboth, pontiff of the powerful Church of Lothian, but poorly regarded by Imperial bureaucrats. And, off to the side schemes former Imperial advisor Segaci Fellisti, with a message that the Von Tessel line has ended, and only he can restore the Empire to greatness.

Positive Relationship (1-3): You have done the nearly impossible and ingratiated yourself to all of the factions vying for control of the Empire. Perhaps you are considered a trusted arbiter, or are equally useful to all sides.

Conflicted Relationship (1-3): In all likelihood, you have become associated with one of the factions seeking the throne and have made enemies of the others. Alternatively, you may be involved in some intra-bureaucratic rivalry.

Negative Relationship (1-2): You have upset all of the factions seeking the throne, perhaps by being part of the Republican movements or similar group. Or, maybe you failed one faction so spectacularly that none of the other factions want you, either.

The True Danger: Should any of the current three claimants to the Throne succeed in taking full control of it, the world would likely alter for the worse.

The Seven Chains

As the bindings that maintain the soul of the world, the Seven Chains easily outstrip the other icons in importance and potency; however, simply by being forged, the Chains have achieved their only ambition: to imprison the Galchutt. Content to continue existing, they exert little influence on the world.

Agency: The Lords of the Seven Chains, solar angels, guard the chains directly but have little interest in the world itself. The Malkuth are the most directly connected to the icon, but other groups (particularly the Keepers of the Veil, the Knights of the Golden Cross and the Knights of the Pale) watch each others backs. It remains to be seen if Raguel will stay true to his heritage and task the Fallen to actively oppose the Galchutt, or what the demons would do if he did. Meanwhile, his indecision tends to protect the status quo.

Positive Relationship (1-3): You are marked as an ally against the Galchutt, even if you have no idea they even exist. You are likely in the good graces of one or more agents of the Seven Chains.

Conflicted Relationship (1-3): You may have thwarted the objectives of the Galchutt, but are still mistrusted by at least some agents of the Seven Chains. Perhaps your methods, alignment or moral code clash with what some agents consider proper.

Negative Relationship (1): You object to the restrictions of the Seven Chains, even if you may not know about them directly. Perhaps you resent that so many innocents were trapped along with the evil. Perhaps you are an outsider who can no longer get home, or are looking to help one.

The True Danger: Everything will be all right provided the Vallis moon remains hidden and the seven lords defend their post.

The Spire

The most iconic feature of Ptolus cares deeply about the people who dwell in the city it overlooks. Born millennia ago, when it pulled the Banewarrens from the depths, it has long sought to protect mortal races from evil it considers beyond their comprehension. With the comparatively recent re-founding of Ptolus several centuries ago, it has guided the city as best it can.

Agency: The Spire interferes only with the lightest of touches: changing a single word in the mind of a journalist, spooking a horse that makes someone late for a meeting, clogging a drain pipe. In spite of this, any notions of civic pride or unity empower the icon, and it has the city running largely the way it wants. As a result, most city institutions, such the Commissar, the Council, the various guilds, the rumor-mill, and so on, can largely be thought of as agents of the city itself.

Positive Relationship (1-3): Some portion of the city (a block, a district, the city as a whole) calls you a hero for something you have done for the people. Or, perhaps you are a true-believer in the city itself, and the Spire sends opportunity your way.

Conflicted Relationship (1-3): You have connections with some faction that performs a net good for the city, but is opposed by other such factions. Perhaps you are deeply ensconced in guild politics, the press or the government.

Negative Relationship (1): You hate this town. It hates you back. But misery loves company, so you have an in with like-minded individuals.

The True Danger: So long as the Spire can contain the evil growing inside it, the city should remain.

The Three Grails

Three potent and ancient artifacts, the White Grail, the Black Grail and the Unseen Grail, figure prominently in dwarven history. With the Black Grail incarcerated in the Banewarrens and the Unseen Grail living up to its name, the White Grail tends to dominate dwarven culture, but the three are inescapably linked (and not, necessarily, in opposition to each other) and all reach out into the world.

Agency: An entire clan of dwarves (the Grailwarden) takes its name from the White Grail and guard it devoutly. Even locked away, the Black Grail probably exerts more of an influence in Ptolus itself, with more than one group obsessed with possessing it. Who serves the Unseen Grail is anyone's guess. At least one of the grails, however, possesses potent mind-controlling abilities, so it's possible they control other agents more directly.

Positive Relationship (1-3): At least one of the grails, and its agents, consider you an ally. This is more likely to put you at odds with enemies of the agents than with agents of the other grails.

Conflicted Relationship (1-3): The grails consider you useful, but their agents do not (or, perhaps, vice versa). Perhaps you are favored by agents who consider the other grails enemies.

Negative Relationship (1-2): You consider all of the grails suspect (or are involved with someone who does) and most of the grail's agents know this.

The True Danger: Everything will be all right, provided the three grails are never reunited.

Races

Harrow Elves

+2 Dex OR +2 Wis

Sleepless (racial power)

You cannot naturally sleep, even if you want to, and are immune to magic sleep effects. If forced unconscious, you become hampered upon waking (normal save ends).
Champion feat: when forced unconscious, you see disturbing, but prophetic visions. While this increases the save to sake off being hampered when you wake to a hard save, the GM will also provide you with information that may assist you.

Shoal Elves

+2 Dex OR +2 Cha

Shoal elves have the same Elven Grace racial trait as wood elves.

Magic Items

In order to fit the approach 13th Age takes to magic items, some of the setting of Ptolus needs a bit of tweaking. Any reference to the buying and selling of magic items should probably confine itself to one-use items only (maybe Myraeth's Oddities is the only place that deals in runes). Perhaps recast the Dreaming Apothecary as a place where found true magic items might be exchanged once in a great while, but not for making made-to-order magic items.

Chaositech

The rarity of true magic items in 13th Age serves only to increase the allure of chaositech, as it is possible to create (and, in some circles, purchase) chaositech items which rival true magic items in utility and power, but that come with all the risks and drawbacks of using chaositech. The personality quirks of chaositech are, naturally, quite a bit worse for the user than true magic items. Also, when you give your chakra to a chaositech item, it might not give it back.

Firearms

In all likelihood, someone will come up with a decent set of adjustments for firearms for 13th Age without my having to waste the time to do so. Use those rules.