"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Tuesday, March 6, 2012
Once & Future King, Binding
This is the last of the World Books I will be posting about. I am not sure what I am going to write qualifies as a post. This is a book that except for what I have read on the back I know nothing about. The idea of Arthur In Space sounds interesting th9ugh and it might be something I would play sometime if the opportunity presented itself.
There was a movie from the early 80's called Knightriders. It was basically a story about a group of bikers that were trying to live out the ideal of Camelot but on Motorcycles and doing it as a traveling show. I know this is in no way related to the book but I liked the idea of the movie so I can see an appeal for me. Does anyone have any experience with this setting?
Published: 1994
Pages: 144
From the back Cover:
The year is AD 4485. Technology has advanced to the point that the entire solar system is populated, a central mainframe computer links every household, and normal humans are no longer genetically capable of violence. Life, however, is far from dull. The Knights of Arthur's Round Table live again, and they have molded civilization to their own liking. Masking technology's function within the trappings of medieval form, these nobles travel upon robotic horses, bearing electronic swords and armor. Meanwhile, the wonders of the royal court come to life again as Morgan Le Fay and others weave their spells of intrigue and deceit in hopes of bringing ruin to the king of Camelot.
Spell:
Binding
Level: Seventh
Range: 9"
Duration: Special
Area of Effect: Target Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None
When this spell is cast the magic user causes the target creature to become bound to the location that they are currently in. The spell will prevent the target from leaving until such time as they have fulfilled specific terms.
The target creature will become bound to the current location they are in. The are must have a definable boundary. They can become bound to a room a dungeon, a building a fort or even a walled city. Until such time as they have meet the specific requirements stated during the casting they can not leave the boundaries of the area specified. While under the affects of the spell the target will not age nor will they need feed or water.
The caster will be able to specify that the target either answer a number of "real" questions. The number is equal to the caster intelligence divided by three. Real questions are ones that are stated as being as such. Asking them if they are OK or the like will not be counted as a question. The caster can also specify a single task be performed. The task must be one that can be performed within the boundaries of the area the target is bound to.
The material component of this spell is a talisman that the caster binds the target to. The talisman must stay within the boundaries of the location the target is bound to. While bound they can not see or touch the talisman but others can. If the talisman ever leaves the boundaries of the location they are bound to the spell is broken.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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1 comment:
Does anyone have any experience with this setting?
Played it some back in the 90s. It was good cheesy fun, even if the skills system was a little too prescriptive for the genre (perils of a Universal system though...)
Our GM de-mundane-ified the given terraformed solar system setting (with MegaTraveller tables and Space 1889 content IIRC).
Thematic elements and style of play were equally informed by KAPendragon, Spelljammer and Saturday morning cartoons. In many ways it prefigured the later Fading Suns campaigns I was involved in.
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