"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
Saturday, March 17, 2012
Aria: Canticle of the Monomyth, Treasure Slumber
Aria: Canticle of the Monomyth is a game that I love the idea of. I think of it as being something close to The Extraordinary Adventures of Baron Munchausen but only on a superficial level. The idea of a game where the players have a hand in the overall flow of the game at a broad strokes level is appealing. It might take sometime to get the right group of players assembled but when it happened I think it would be amazing.
This is a game I have never been able to find the time to play and I am certain that groups I have played with would find this amazing stupid. In different groups over the years there have been individuals that it very well might work with but there have never been more than one or two in any given group. I fully believe that this is game I will never get to used as it was designed to be but it will instead be relegated to use as a mining source.
The idea of this appeals to me I think almost entirely because of a novelette by Theodore Sturgeon called the Microcosmic God. This is one of my favorite science fiction stories eve, You see a hint of it in Men In Black and in the first episode of the revived Outer Limits (though this is attributed to a story called Sandkings I think that drew from Microcosmic God) and in an episode of The Twilight Zone called The Little People. I am not sure this game is for everyone but I know as reference material to get the creative juices flowing it should serve nicely.
Published: 1994
Pages: 308
From the unofficial Aria site:
Throughout history, peoples and cultures have told stories of their gods, heroes, and villains in order to better understand the world around them. These myths seize upon the hopes and fears of society; heroes embody a culture's highest ideals while villains manifest as ancient dreads personified. Aria focuses on the Journey of the Hero, the sacred quest of the Monomyth, which represents in mythic language the seeking of cultures after their own identity. Aria Canticle of the Monomyth is a roleplaying game system which attempts to embody this connection between hero and culture.
Aria is designed to function on several levels; during the course of a single game, players can assume the roles of individual personas, persona lineages, or even whole societies. All such interaction is directed toward the development not only of personas, but also of entire cultures and worlds. As an integral part of the game, Aria players weave together mythic, historical, and personal time into one great tapestry of life — a living history beginning with the first game session. Creating this vision of the Monomyth, where heroes and villains clash in a world as well-developed and as rich in character as its mightiest inhabitants, Aria players engage in the pageant of Mythmaking, the evocation of numinous symbols summoned from the collective imaginations of the entire gaming group.
Spell:
Treasure Slumber
Level: Third
Range: 9"
Duration: Special
Area of Effect: 4" Radius
Components: V,S
Casting Time: 4 Segments
Saving Throw: Negates/Special
When this spell is cast the magic user will cause all in the area of effect who fail their saving throw to fall into a deep slumber. The length of this slumber will be varied.
The duration of the effect will depend on the level of the caster as well as how much wealth the affected individuals have on them. For each level of the caster the number of units of time will be increased by one from a base of one. The units of time are in the table below. Those who make their saving throw will not fall into the slumber but will be stunned and unable to act for the remainder of the current and the following round.
Copper Segments
Silver Rounds
Gold Turns
This means that an individual affected by this spell cast by a seventh level magic user that had only copper on them would slumber for eight segments. If they had silver it would be eight rounds and if carrying gold it would be eight turns.
Individuals in this slumbering state can not be touched by any other living creature or they will awake immediately. This will prevent the sleeping targets from being slaughtered. If any attempt to harm one of the sleeping individuals is made they will all immediately awaken.
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.
Labels:
Core Rules,
Last Unicorn Games,
LUG,
Spell,
Weird
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the back cover: Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think agai...
-
From the Forward Section: So the players have been complaining that the campaign is too dull, eh? Not enough detail? Why is this country at...
-
From the web: HârnWorld is a realistic medieval environment for fantasy gaming. Using any rule system, you can now create and plan your own...
-
From the back cover: Clerics have long been players' favorites, but now there are new priest characters for your gaming enjoyment! Wi...
-
From the web: Instant rub-down picture transfers with classic AD&D monsters! Series 1600 Sheets 1-4
-
From the back cover: She sits at the center of her Web, a dark force of intense evil power. Her strands reach across Oerth, through the ...
-
From the web: THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, t...
-
From the back cover: The glorious world of elvenkind shines from these pages! Detailed herein are their societies, rituals, and myths - a...
-
From the back of the folder: The Western Countries Fantasy worlds are vast, with many strange places to discover and marvel, but only th...
-
From the back of the book: Look out adventurers, they're here! This handbook describes in detail over 20 humanoid races that can be ...
1 comment:
Its a great book! I love going back to read it even if I have never played the game. Didnt realize it was from LUG til now, lol :)
Post a Comment