Jeweled Thrones of the Earth UNLOCKED! Magic & 2d20 Interview!
We're very close to the £200 Blessing of Mitra goal now that the Jeweled Thrones of the Earth Stretch Goal has been unlocked! Tomorrow we have another big piece of news plus we'll be sending out videos showing off the Conqueror's Bag, the Fabric Map and the Stygian Doom Pit.
Jeweled Thrones of the Earth. The 112 page hardcover full colour is unlocked in the Conan Kickstarter as a £15 Add On (just increase your pledge amount to add it). The temporary cover is an image by Daren Bader and we'll be announcing the cover artist for this soon! You can read more about the adventures in this in the last update here.
Remember that everyone with 'Plus Every Unlocked Book in PDF' (the PDF Master and above) now gets Jeweled Thrones of the Earth in PDF as part of their pledge, whilst the Hoard of Yezdigerd, Secrets of Mount Yishma and Treasure of Tranicos pledges add this in hardback to their collection!
NEXT UNVEIL! We're getting more graphic updates tomorrow - the latest Stretch Goal graphic didn't unveil the latest book to be revealed but I can share that it will be Nameless Cults at £305k. A sourcebook describing the cults, gods, rituals, and divine magic of the Hyborian Age. Full-color hardcover, 112 pages. Find out more on our website here. We'll also be updating the Pledge Contents with the new Pledges.
2d20 INTERVIEW. Lead 2D20 designer Nathan Dowdell is interviewed in our latest episode of our podcast Modiphius Calling. He explains the rules of the 2D20 System and how they are being specially tailored to suit exciting, story-rich campaigns for Robert E. Howard's Conan roleplaying game from Modiphius. We talk about character generation, the combat system, magic, and how the system gives players and GM's great tools to create really exciting cinematic action.
MAGIC. Mark Carroll had some more insight in to the magic system.
Sorcery in the Hyborian age is not your friend. You have to be skilled, prepared and willing to put up with its eccentric demands. Sorcery is a thing apart from the regular world but in a fast narrative system like 2d20 that doesn’t mean it has to be complicated.
Like every other skill test Sorcery has the player roll a pool of d20’s against a difficulty decided by the activity they wish to undertake and any unique difficulties that need to be overcome.
Like every other skill test complications can arise on the roll of a 20 and the GM is free to spend Doom to make the casting interesting. No not free, encouraged.
Even the mightiest of Sorcerers knows to be cautious with a casting. Who knows what might go wrong. Who knows what might be summoned up? Who knows if you will be strong enough to put it down again?
But then Sorcery is powerful. It can achieve feats that would be impossible any other way. How else would you visit your former lives looking for wisdom? How else would you placate the angry dead? How else would you have the lesser other gods attend your pleasure and worship you. The mechanics of Sorcery in 2d20 are relatively simple. In order that you might learn sorcery you need a patron. Don’t worry should you find that Patron offensive; there are many things in the shadows willing to tutor you. Gaining the Patron Talent is precursor to the Talent: Sorcerer. Once you have obtained the title of Sorcerer there are many and varied ways you might learn a spell. And few Sorcerers will ever learn more than a handful, for Spells are not weak narrow affairs. They are massive in their potential and only restrained by the skills and abilities of the caster.
Let’s consider an example:
“He reeled drunkenly, and then, with a splintering of bones, a rending of flesh and muscle and a snapping of mail-links, his breast burst outward with a shower of blood, and through the ghastly aperture something red and dripping shot through the air into the Master’s outstretched hand, as a bit of steel leaps to the magnet. The Turanian slumped to the floor and lay motionless, and the Master laughed and hurled the object to fall before Conan’s feet – a still quivering human heart."
From The People of the Black Circle
Dismember. (Diff 1+) Duration: 1 attack. Cost: 1 Resolve Effect: By calling upon bitterest hatred a sorcerer can force violent injuries to manifest in their enemies. A successful casting of this spell allows the sorcerer to cause [cd]4 AP 4 damage at Close range. If dismember kills a character it is so vivid a death that it counts as a Dreadful, Indiscriminate 2, Traumatic 2 event
Momentum spends (1-3) increases Vicious by 1-3 (1) causes additional [cd]3 resolve damage. (1-2) adds +[cd]X to damage (1) gains gruesome (1) Extend spell from Close to Medium Range (0) if a use of Dismember causes a characters death any display afterwards counts as Intense.
Alternate Effects (1) Psychic Surgery. The magician may grant any character using the Healing skill 1 bonus momentum for the purposes of healing injuries.
Dismember is the only spell that directly causes damage and as such makes a great example. As you can see it has a simple duration indicating how long the effect lasts. It has a cost for attempting the spell along with a basic and an alternative effect that the spell can be used for. Finally it has a series of momentum spends which take it from being a good Armour piercing attack and turn it into a veritable siege weapon. These momentum spends are just examples too. There’s no reason that a player can’t come up with their own thematic effects when casting a spell.
Now this is just a small sampling of the mysteries of sorcery. Cults and Circles can combine their power for greater workings. Offerings can be made in the darkness and pacts made with those of the Outer Dark. Sacrifices can be left dripping for the vultures to feed upon and Mortality itself exorcised in the name of power.