Tag: lands in the clouds

House of Keen (Air)

By far the largest house, Keen are gifted with any talents useful in the gaseous environment. Dealing with the classical element of air, they are often involved with gas mining or with the persistent monitoring of gas swells and other storms. A great number of Keen Houses are found with the Eminar living below the vapor line. Possibly the most utilitarian of the Houses, they tend to be work oriented with much to keep them busy on a normal day. Above the vapor line, the houses do have the responsibility of monitoring gas swells in most cities and maintain the alarm system.

Granted Power: Keen can sense gas swells and storms of all fashions one minute before hand per point of WISDOM. In addition, all penalties due to storms are halved.

  1. Obscuring Mist: Fog surrounds you.
  2. Wind Wall: Deflects arrows, smaller creatures, and gases.
  3. Lightning Bolt: Electricity deals 1d6/level damage.
  4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  5. Control Winds: Change wind direction and speed.
  6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  7. Control Weather: Changes weather in local area.
  8. Whirlwind: Cyclone deals damage and can pick up creatures.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

House of Arocon (Knowledge)

The House of Arocon is concerned with the preservation of knowledge from the past age and cataloguing the present age. Unsurprising their temples and building often serve as a type of library, while many who are part of the House run actual libraries or deal in information. While some may view them as purely academic,there are a significant numbers who scour all the globe in search of lost knowledge or to discover new knowledge. As would be expected a large number of Wardens belong to the House of Arocon.

Granted Power: Autodidact: Once per game session the player may substitute their levels in the House for a bonus to ANY skill roll, even if they do not have ranks in a trained skill.

  1. Detect Secret Doors: Reveals hidden doors within 60 ft.
  2. Detect Thoughts: Allows “listening” to surface thoughts.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  4. Divination : Provides useful advice for specific proposed actions.
  5. True Seeing : Lets you see all things as they really are.
  6. Find the Path: Shows most direct way to a location.
  7. Legend Lore : Lets you learn tales about a person, place, or thing.
  8. Discern Location: Reveals exact location of creature or object.
  9. Foresight: “Sixth sense” warns of impending danger.

House of Holma (Healing)

The House of Holma is the branch tasked with healing. Despite what would be expected, Holma is one of the most highly criticized Houses. Naturally, their abilities are in high demand which has often made them the targets of extortion, kidnapping and bribery. Due to those realities they are secretive and mostly nomadic. Their own temples are unmarked, located in difficult to reach areas or out of sight in dark alleys. These serve as reprieves and safe houses for them. Everywhere they go they are in high demand if their GIFT is discovered. Instead, they work with the other Houses and travel to where they are needed for a few days before moving onto the next.

GM Note: Holma is intended to be a difficult House to play. If the PC’s identity is discovered they will be pursued. Sometimes the need is legitimate and sometimes it is born out of greed. The player should feel cautious any time they reveal their GIFT

Granted Power: Once per game session the character can use any talent they have without fuel or tokens.

  1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  2. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  3. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  4. Remove Blindness/Deafness: Cures normal or magical conditions.
  5. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  6. Remove Disease: Cures all diseases affecting subject.
  7. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  8. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  9. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).

House of Ascen (Good)

Guild member R.C. Brooks returns with more Lands in the Clouds, a home-brewed OGL setting and system.


The House of Ascen, or simply Ascen, is the sect devoted to that which is good. More specifically, good is that which edifies. It heals the soul. In the world they are often the shelter for those dealing with grief and loss. Mechanically they are the House that deals with SPIRIT damage and combating evil entities. The House of Holma may heal the body, but SPIRIT wounds are more dangerous and can fester.

Typical temples are humble buildings often in poor or otherwise troubled areas as that is where they are needed most. Almost all carry low level tokens.

Once per game session, a character of the House of Ascen may use his SPIRIT score as an attack, defense or damage reduction vs SPIRIT opponents/damage.

Ascen Tokens:

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary SPIRIT +1/level (max +10).
  3. Shelter (Magic Circle against Evil): As Protection from Evil, but 10-ft. radius and 10 min./level.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
  8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Grace: Removes all STRESS points for any willing up to 1 character/lvl in the House.

Spirit Kin and the Great Houses

Great Houses

In ages past, when the Harbingers made landfall at Cloudhead, they brought the GIFTS with them. Since that day, people in the solar system have discovered special abilities given to them. The GIFTS were to help the people thrive together and to fight against the evils which had implanted themselves into the solar system. People bearing similar GIFTS gathered together and formed what now are referred to as Houses. These Houses are not geographical distinctions, but rather talent distinctions. There are 12 Great Houses representing the most prominent GIFTS. There are unrepresented GIFTS, but they are exceedingly rare.

The Houses function like churches. The Houses are most like religious organizations and all share the same faith but pursue the tenets through the GIFTS they have. There are different sects within each House but they largely share the same principles and work towards the same goals. Read more

Lands in the Clouds—Spirit

SPIRIT

SPIRIT is a new stat in LitC. Spirit reflects a character’s growth and presence in the spirit world. SPIRIT works much like CONSTITUTION except it applies to SPIRIT damage, which adds STRESS to a character. SPIRIT attacks seek to break a character (see FLIPPED OUT under STRESS). At that point the character is susceptible to manipulation and/or compulsion. A functional spiritual entity may be content enough to drive a character away. Malevolences will often seek to possess or consume a compromised character. A character with a high SPIRIT score has a hardness versus SPIRIT damage according to their bonus.

Similarly a character adds a bonus to SPIRIT damage dealt to spiritual entities.

Losing SPIRIT

Losing SPIRIT can happen through inaction in adventures. A critical event that a character chooses to avoid, most often having moral or ethical implications, will cause a loss of 1 point of SPIRIT. Much like an alignment shift in other games, it should be made clear to the player that a loss of SPIRIT will occur if they choose inaction in an important moment.

Lands in the Clouds—Alignment

Alignment

Alignment in Lands in the Clouds is simplified with an optional rules mechanic of Soul Points and Rage Points. The other distinctions are left to the character in-game as benevolence or malevolence as defined by their actions. Every adventure has opportunities for characters to change their outlook. Aspiring towards benevolent goals in critical moments may reward characters with a type of bonus GRIT. In a setting where the spirit world is close at hand, the condition of a soul is harder to hide and is defined by action, not just outlook.

SOUL POINTS and RAGE POINTS are optional and can be excluded if the rules are cumbersome.

Soul Points

Characters that complete crucial SOUL POINT goals gain 1 soul point. SOUL POINTS can be used in place of GRIT for critical successes in most situations unless the action is knowingly evil in nature. They are also used to power GIFTS. SOUL POINTS are also first consumed in spirit based attacks before any other damage can be dealt, so they act as a type of hitpoint for encounters in the spirit world.

Rage Points

RAGE POINTS are generated any time a character suffers a critical attack or fails at a SOUL POINT opportunity. RP can be spent on critical successes as SOUL POINTS, but not GIFTS. They can also amplify damage, adding 1d6 damage per RAGE POINT to damage of successful attacks. The danger of RAGE POINTS are how they are amplified with STRESS and more vulnerable to manipulation.

Any time a character’s RAGE POINTS exceed their wisdom, they seek to unload the overwhelming emotional duress. Any time there is contention, make a Willpower saving throw based on the number of RAGE POINTS + STRESS. Success, the character keeps it bottled up. Failure results in the character in lashing out at the one with whom they are in contest. A second Willpower save that is successful means that the character can limit their anger to a verbal tirade or general insults. Thereafter their opponent reacts to them as 2 steps lower in reaction. That may result in a fight, which is ultimately what the character seeks. A critical failure on this save means the character has snapped and physically attacks their opponent. If their opponent is a friend, they may channel their anger to an inanimate object if a second will save is successful.


The Lands in the Clouds setting and the GRIT system are provided as a showcase of the work of a CGG member. The Guild takes no official position on the suitability or appropriateness of any game or supplement.

Next Chapter: Spirit
Previous Chapter: STRESS
Index

D20 Open Gaming License

Lands in the Clouds—STRESS

STRESS

 

Eminar_stress
Eminar woman resting to heal her body and recover clarity.

STRESS is a mechanic which represents characters pushing beyond their physical limitations. For every 1 point of STRESS, a character is -1 to attack, armor class, saving throws, stat checks and skill checks. A character reduces the STRESS penalty by their WISDOM bonus. So it is not uncommon for some characters to carry a limited amount of STRESS without adverse effect. If a character has more STRESS points than their WISDOM attribute, they will become unstable and may go mad, endangering themselves or friends. If a character has more STRESS than WISDOM they must make a will saving throw each time they accrue additional STRESS, including their current STRESS penalties. If they succeed, they keep everything in check. If they fail, they suffer a mental break, reacting wildly. See the FLIPPED OUT chart.

 

Accruing STRESS

Most often STRESS is accrued when Read more

Lands in the Clouds—GRIT

GRIT

GRIT is the currency of the game for character advancement. It represents determined intent. You use it to buy all mechanical facets of the character, such as stats, skills, hit points, etc… GRIT can also be used to purchase instant rewards such as critical successes, use of GIFT techniques and other similar actions.

Starting GRIT: 100

Cost for starting Stats, Skills, Hit Points and Saving Throws is 1 per. A strength of 1 costs 1 GRIT, a Strength of 10 is 10 GRIT.

Cost for Feats is 1 GRIT per feat. All prerequisites must be met.

 

The Rule of Quarters

All Stats, Skills and Saving Throws (excluding adjustments for stats or racial bonuses) are organized Read more

Lands in the Clouds—Index and Overview

This article provides an overview of new concepts in the GRIT system as well as the book’s Table of Contents. As new chapters are posted, the links here will become active.


Index

A few important notes that may help in character creation

Healing and the lack of it.
How character advancement works.
How constitution affects hit points and hardness.
How GRIT is accrued and used.
How STRESS is accrued, used and healed.
SPIRIT as a stat and how it is used.
How Spirit Families work.
The Spirit World
GIFTS and “Magic”
Weapons SKILLS and ATTACK BONUS

Read more