GM'S EYES ONLY!
The GM has a number of practices at their disposal that they may choose to exercise when interacting with the players and their characters, usually by means of a patron deity.
The GM may actually directly interact with the characters by means of an avatar through which the GM acts and speaks. The GM can be as open or cryptic as they like.
Usage: 1/Day per character rank for each chosen character.
This is the means by which a patron deity may have a dialog with any chosen character in order for the character to communicate or perform the will of the deity. Through inspiration, the GM communicates directly with the character and can provide instruction or negotiate the fulfillment of a player's request. It is recommended that the GM communicate to the party by means of the same one PC or NPC.
Usage: 1/Day per spell user level for only one chosen character.
The GM may have a player perform a miracle at the behest of their patron deity, or the character may pray for their patron deity to assist them in performing a miracle. It is up to the GM whether the miracle is acceptable or not, or the GM may work with the player through inspiration, to determine a miracle that is acceptable within the game without making it a cake walk. Miracles are generally for the purpose of demonstrating the power and majesty of the patron deity in order to glorify them and fulfill their divine plan. Thus, the miracle has to be in line with the patron deity's primary focus and within the realm of that deity's realm of influence. (Water, destiny, creation, etc.)
Usage: Unlimited
Fantasy settings may provide a prophetic aspect that can enhance a feeling of there being something greater, something mystical involved. Mathematicians, Clerics, psychics and other spell users may have the ability to predict or foretell. Unfortunately, it is not usually up to the caster to determine. The character's patron deity often has other plans.
Prophecy is a toy for the GM more than the character, to add mysticism to the game. With it, you can state what the future will be for a character, a party or the setting as a result of the party's actions. The GM will then influence the events to play out as foretold. To do this, have the prophet state imagery that is representative of the events and able to be loosely interpreted. (If the prophet is a member of the party, you may pass a note with a few keywords that invoke the imagery that the prophet can then relate in their own words in the order written.) You may give a cryptic conclusion to the prediction by stating that there will be a choice that leaves the end of the module open. Or you may show that there is only one possible outcome, stated very cryptically, symbolically, even though more options appear available.
As the adventure unfolds exactly as planned, even though players made their own choices, they will actually enjoy it instead of feeling railroaded. Start out small and then begin practicing more elaborate prophecies as the game goes along. All that needs to happen is allow things to take place in the order you prescribe, disregarding an event that gets out of order. Keep trying until events occur in the order prescribed.
Some creatures are stronger or weaker, more nimble or clumsy, more or less intelligent and stronger willed or easily manipulated than humans. You may use the size STR roll table in the Size rules to determine differences in any of the abilities to humans, even on orders of magnitude.
Use the following magnitude table to determine the scale in relation to the character scale (Medium) presented in the Size section. Each larger magnitude of creature, robot or vehicle counts as the next MAG up, and starts over on the size table for that magnitude. Each magnitude is ten times larger, stronger, faster, more damaging and more resistant to damage than the same size on the lower magnitude. When recording the size of a creature, post its magnitude first, then its size, separated by a period. For example, a size 3.8 creature is ten times larger than a size 2.8 creature, which itself is twice as tall as a human. (Size 2.4.)
0. Miniature (Up to 1½")
1. Tiny (1½" to 1'2")
2. Medium (1'3"-12'5")
3. Giant (12.5'-124.9')
4. Massive (125'-1,249')
5. Colossal (1.25k'-12.49k')
6. Metropolitan (2.4 mi-23.6 mi)
7. Provincial (23.7 mi-236.4 mi)
8. Continental (236.5 mi- 2,365.4 mi)
9. Lunar (2,365.5 mi - 23,655.2 mi)
10. Planetary (23,655.3 mi - 236,552 mi)
After determining its magnitude and size, roll the creature's STR on the size table (See Size) and record the result. Then determine its MOV and Travel rate. You may determine that a creature is faster or slower than human equivalent, in which case, you may apply any speed you deem appropriate. The following size movement table merely provides a basis for comparison.
Subsize Movement | |||||||||
Size | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
MOV | 2-3 | 4-5 | 6-7 | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18-19 |
Travel (Approx. Leagues) |
2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 | 22.5 |
BareBones Fantasy RPG is not associated with Skaldcrow Games' Bare Bones Multiverse, despite similar names. Check out Glenn's products by clicking here.