Author Topic: Tormenta Campaign Setting Overview  (Read 33681 times)

Offline Ziderich

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Re: Tormenta Campaign Setting Overview
« Reply #40 on: February 04, 2014, 10:52:47 AM »
The thing about Tormenta Talentoss: there are rules for Tormenta corruption among the  setting books, where your Charisma decreases more and alignment changes to Chaotic Evil as you pick more related feats or prestige classes. Basically dark side corrupts =D
The problem about the basic content is that it has not strayed far from the D&D 3.5 to not prejudice the buyers who played the old line Tormenta d20, so many good ideas were new to supplements. But you get there.
And I took the question about Parry (Aparar talento): really can not be used against non-mundane attacks, but the author himself thinks this a great idea = D

Offline oslecamo

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Re: Tormenta Campaign Setting Overview
« Reply #41 on: February 17, 2014, 01:54:24 PM »
Sounds good!

Part XII-Almost halfway trough the core book!

Chapter 6-Characteristics



Just look at the size of that painting!

The fluff intro puts our amnesiac hero realizing he's hungry, and now that there's nobody trying to kill him at the moment, he takes a moment to relax and think about the background details such as good and evil, religion and gods, past life and eating at taverns.

Then the chapter goes on the explain the typical dual-axis D&D alignment, and the nine possible results, using "How would this kind of character react if they found a starving child stealing bread from a merchant". LG would buy food for the child, plus a lecture and delivering them to the local authorities. NG would somehow help both merchant and child (probably give them a good scare so they don't get the habit of stealing). CG would help cover it up and then teach the child to steal from rich corrupt merchants and sharing with other starving children. LN would stop the theft and notify the authorities. Neutral would not give a single damn. CN would do whatever they thought may be funnier, either helping cover the escape or using the whole thing as a distraction to steal something for himself. LE would punish the child right there, or deliver them to the local authorities if they're known for delivering cruel punishment. NE would blackmail the child and their parents to try to get whatever they have. CE would kill the child, then kill the merchant, then whoever was nearby, then eat them with the bread. . Staying classic so far.


Everybody has to do some sacrifices on life.

After alignment, your character should pick a name. The book says there's no problem is stealing from other sources-as long as it is something easy to pronounce and not some super famous character (unless you're going for an intentional direct clone/parody). Or you can just go simple with "Goblin Hero" or "Katabrok the barbarian".

Then there's age! You start at 15 years old, then add a random number of years depending on your class (+1d4 for barbarians, rogues, swashbucklers, sorcerors, +1d6 for bard, fighter, paladin, ranger, +2d6 for everything else). Then there's the typical aging penalties, and your max age is 70+2d20 years, thus so far also classic. However that's for humans, goblins, lefou and minotaurs. Halflings multiply all age values by 2, dwarves by 3, qareen by 6, and elves by 10, instead of a bunch of half-arbitary numbers like in 3.5. Also means elves are longer lived, with a good chance to go over a milennia old.

History, Looks and Personality are next, and the book tells you to do whatever you please, that it can go a long way to make the game more enjoyable if your character has defining characteristics besides their numbers and abilities, but also to don't go overboard, a paragraph should be more than enough. Oh, and hidden here is that there's no female minotaurs. They should've probably mentioned that back in the races section.


Then gods! You need to be whitin one alignment step to worship a specific one, and also of the "typical followers" class or race to pick them, unless you're an human, in which case you only need to have your alignment close. You also need a sacred symbol of your god to activate any and all divine powers, but you can get those in regular jewelery form, or just stitched to your clothes.

(click to show/hide)

Well, seems like this chapter was mostly about fluff folks, let's check the next o-Wait, there's still something!

Action Points are supposed to represent an heroe's ability to overcome critical situations, where failure or success can decide the fate of the world.

Players start each game session with one Action Point, and they don't carry over to the next session. You can earn extra Action Points during a session by performing heroic acts, something valorous and altruistic. Beating up goblins isn't very heroic. But taking hits for a friend, rescuing villagers from a burning tavern, surrendering to a villain in order to save hostages, allowing a villain to escape so you can stop a monster from killing innocent bystanders, those are all examples of acts that should grant extra Action Points. The Master is encouraged to include several opportunities for heroic acts over a game.

Saying something inspired that makes everybody else at the table laugh or cheer you should also earn you extra action points, including cool action descriptions and whatnot.

Or alternatively, the players will earn Action Points when the Master changes the rules in favor of the enemies. Villain escapes automatically? Party gains free Action Points! Player automatically fails save against a trap so the plot can advance? Party gains free action Points! Enemy gets a free surprise round? Party gains free Action Points! NPC uses an Action point? Party gains free Action Points! Also yes, only PCs get Action Points by default.

But what to do with those Action Points? Well, you can spend them as a Reaction  that doesn't consume any time, unless a rule says otherwise. When you spend them, you get to roll a die and add the result to either any 1d20 roll (after knowing how much you rolled, but before knowing if it was enough to succeed or no), or add to your AC until the start of your next turn. You can also roll a second save to shake off an ongoing effect on yourself such as Dominate Person, or gain an extra Standard or Move action . Finally, you can spend an Action Point to recover HP PV. But how much you roll you may ask? Well, it depends in your level.

PCs of level 1-4 roll an extra 1d4, or recover 1d8+1 HP. PCs of level 5-8 roll an extra 1d6, or recover 2d8+3. PCs of level 9-12 roll an extra 1d8, or recover 3d8+5. PCs of level 13-16 roll an extra 1d10, or recover 4d8+7. And PCs of level 17-20 roll an extra 1d12, but recover  5d8+9. Oh, and you can spend multiple Action Points per round, but no more than one for each kind of benefit per round.


Guess this is what happens when you run out of Action Points

Overall This chapter felt mostly bland. Tormenta gods aren't carbon copies from D&D, but also seem quite generic, with the exception of the loli goddess of life that wants to be baby-sitted by her clerics.

The last page about Action Points however spurred up my attention. They're clearly based on the Eberron Action Points, but improved if you ask me. Gaining Action Points based on session inspires the players to spend them every time you meet to play, in particular if gaming time is almost up and you're on a last battle before packing up. Plus you don't need to spend feats Talentos to unlock more fancy effects like extra Standard action. Being able to shake off ongoing effects sounds particularly neat. Gaining Action Points for good roleplaying also sounds pretty good. The part where the players gain extra Action Points when the DM Master brings out rule Zero sounds  particularly interesting to me. "Ok guys, I'm bending the rules a bit here, so you also get some rules bending power to use at your leisure". I usually don't use Action points, but I may be strongly tempted to use this system in the future.
« Last Edit: February 17, 2014, 02:58:50 PM by oslecamo »

Offline Unbeliever

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Re: Tormenta Campaign Setting Overview
« Reply #42 on: February 17, 2014, 02:44:54 PM »
Tormenta's action points are almost identical to M&M's hero points, as well as the action points as they are implemented in Trailblazer, I think.  Note that this isn't a criticism -- both of those games implement the idea much better than Eberron did.  I suspect Eberron was a little too wary to introduce that big a change into things. 

At any rate, I'm a fan of this approach.  I like giving both another thing to reward fun actions by players, and another thing to induce them to be more heroic.  The only drawback is that players tend to hoard them for defense (that was my experience with M&M).  I hope the reset each session would help mitigate that, but I don't think it can be eliminated entirely.

Offline oslecamo

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Re: Tormenta Campaign Setting Overview
« Reply #43 on: February 18, 2014, 10:07:22 AM »
Clearly, M&M and Trailblazer copied it from Tormenta. :p

Part XIII-Equipment


Pirates and pistols

New intro fluff puts our amnesiac finishing his meal, and his halfling friend pays up and then takes him to a shop so they can properly gear up. Luckily, the little fellow has leftover treasure to spend, and doesn't believe in hoarding. Capitalism, ho!

As already mentioned, the basic coin is the Tibar (T), that comes in Silver Prata Tibar (TP) worth 10 T and Gold Ouro Tibar worth 100 T. Also Platinium Platina Tibar (TL) worth 1000 T. Oh, and Tibar is the god of commerce, currently trying to negotiate a position in the major gods. Characters start with 100 TO at first level, or more if starting at higher level, up to 260 000 TO for 20th level.

Then there's the prices of some basic goods, conversion tables, you can usually only sell items at half price, weapon categories and their basic properties, nothing you don't know already . Only difference I can spot is that using a weapon with both hands doesn't automatically grant you 1,5 Str For mod to damage. Also, ranged weapons can shoot up to twice their range increment with a -2 penalty, quadruple range increment with a -4 penalty, but cannot reach beyond that.


Not very sure what kind of armor that is supposed to be.


Then there's a big table of weapons, and as far I can tell, it's the exact same thing as in 3.5, except for the addition of some new toys.

(click to show/hide)

Then there's Armor section, where everything seems to be the exact same than in 3e, so gonna skip it. Only interesting thing of note is that samurai traditional armor seems to be the Splint Mail.


The girl in the left? She's not in her underwear. That's basic Leather Armor that supposedly grants +2 AC.


Then there's goods and services. Same as in regular D&D, only thing that stands out is that tying up a rope is a DC 10  Dex  Des check, whereas a special knot, like able to slide or slowly unravel, is a DC 12 Des check. Torches can count as simple weapons dealing 1d4 damage plus 1 fire.

And I'll cut it for now. Should be able to finish this chapter later today or tommorrow.


Overall:
Tormenta improves a bunch of older weapons that needed a boost, and then goes and adds some new weapons, which altough with some nice ideas, are kinda on the weakish side in raw power level. Sacrificing extra crit damage for some minor bleeding damage or AC penalty just isn't worth it. Muskets and pistols hit hard but the slow reload is a big limitation. Grenades are the exception, seeming pretty good actually, strong mundane area damage. A bit expensive, but considering that a basic musket costs the same as ten grenades, not too shabby. Wonder if they work with Sneak Attack.

Next time: goblin baloons! Special Tormenta crafting materials!



Here's a cool pic I found on Devianart with Master Arsenal vs the Undead Paladin whose name I forgot. If nothing else, Tormenta seems to have drawn in some pretty good artists to it.

Offline Atmo

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Re: Tormenta Campaign Setting Overview
« Reply #44 on: February 18, 2014, 11:12:53 AM »
Here's a cool pic I found on Devianart with Master Arsenal vs the Undead Paladin whose name I forgot. If nothing else, Tormenta seems to have drawn in some pretty good artists to it.[/i]
Paladino. Yes, his name is the same as his class. Probably he have a real name, but no one cares (Rule of Cool, remember?).

Offline Libertad

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Re: Tormenta Campaign Setting Overview
« Reply #45 on: February 18, 2014, 01:39:18 PM »
Paladino's a real last name.  For example, Carl Paladino, a US Tea Partier who ran for Governor of New York.

Still, I bet that naming schematic was not a coincidence.

Offline Atmo

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Re: Tormenta Campaign Setting Overview
« Reply #46 on: February 18, 2014, 02:03:06 PM »
Paladino's a real last name.  For example, Carl Paladino, a US Tea Partier who ran for Governor of New York.

Still, I bet that naming schematic was not a coincidence.
English: Paladin.
Portuguese: Paladino.

Before, he was Paladino de Jallar; Jallar was a Deusa Menor/Minor Goddess of something that thought he betrayed her and then killed him. Time latter, a group found him and ressurrected him (why not?) and... things happened.

Offline NumeFinorio

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Re: Tormenta Campaign Setting Overview
« Reply #47 on: February 19, 2014, 02:04:09 AM »

Here's a cool pic I found on Devianart with Master Arsenal vs the Undead Paladin whose name I forgot. If nothing else, Tormenta seems to have drawn in some pretty good artists to it.


Actually, that's a the first art of a series of posters that will be published by Jambô this year as part of the 15th anniversary of Tormenta (1st edition was published in May of 1999), so it is a official art, not a fan art.

And the Paladino de Arton have a name, but he choose to let it go and became only a idea for the people of Arton rather than a person. In the first edition of Tormenta he was make to be that ideal hero to wich every player character would be inspired to be. (It don't work so well because, you know, people actually hated him because he was so overpowered, he have special powers from the Rubys of Virtue, that everytime he apeared in a player adventure he pretty much could do everything by himself. So they make a 42 issues comic series called Holy Avenger to kill him and get rid of the problem, poor guy).

The setting has other paladins who choose to do that as well, like the Goblim Hero, a goblim paladin who refuses to be give his name so people would aways remember him as a goblim and a hero, and not as an individual, so that people would start associate good deeds with his race, instead of thiefs or the fact that part of them fight for the Black Alliance. And even villains do that becoming a idea thing, as the Laughing Knight, a immortal knight blessed by the god of chaos to mess up the lives of orderly people, who
(click to show/hide)

Offline BURP

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Re: Tormenta Campaign Setting Overview
« Reply #48 on: February 21, 2014, 05:58:35 PM »
Tormenta's action points are almost identical to M&M's hero points, as well as the action points as they are implemented in Trailblazer, I think.  Note that this isn't a criticism -- both of those games implement the idea much better than Eberron did.  I suspect Eberron was a little too wary to introduce that big a change into things. 

At any rate, I'm a fan of this approach.  I like giving both another thing to reward fun actions by players, and another thing to induce them to be more heroic.  The only drawback is that players tend to hoard them for defense (that was my experience with M&M).  I hope the reset each session would help mitigate that, but I don't think it can be eliminated entirely.

It makes more sense if you note that Jambô Editora, who publishes Tormenta, is also the publisher of the brazilian edition of M&M =P The authors utilized a lot the premises of the Open Gaming License in composing the game, which is not a bad thing, quite the contrary. If it works so well, it might as well appear in more titles.

Offline oslecamo

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Re: Tormenta Campaign Setting Overview
« Reply #49 on: March 20, 2014, 02:38:02 PM »
I... Will... Finish... This...

Part XIV-Vehicles and Services


Goblins not included.

Goblin Balloon: Huge size, movement speed 9 m, AC 8+Pilot's Dex Des mod and 80 HP PV. Piloting it demands one Profession (ballooner) check per day, DC depending on the weather. 15 will be enough for a calm day, rain or windy demands 20, you'll need a result of 25 to get trough a stormy day. Failure means the balloon won't go anywhere, or will go somewhere else. Failure by 5 or more means it falls, and everybody inside takes 2d6 damage with a Ref DC 15 for half. However if the balloon was below half HP and falls, then regular falling damage for the distance. Meaning that if you're flying just above ground, you're better off falling on a damaged balloon! :p

There's also rules for the balloon losing air when damaged, but they just don't seem to make much sense. "When it suffers any kind of damage, the balloon starts to lose air, losing the same amount of damage taken in each subsequent round". So I guess the balloon starts bleeding PV pretty fast? :psyduck

Anyway you can attempt repairs with a DC 15 Profession (ballooner) check that patches 1d8 PV as a fullround action. And all of that for the relatively cheap price of 200 TO! No word on how much weight or how many people it can carry tough. I guess it's reasonable to assume it can carry the whole party and their treasure loot.

Then there's the cost for carriages and some kinds of boats (10 000 TO for a sailboat!!!), but they get no stats whatsoever. Also prices for simply buying transportation for a certain distance of travel instead of buying the vehicle. Trusting an NPC to pilot a goblin balloon incurs a risk of 1 in 20 of falling midway!

You can also hire messengers, paying by km of travel. No time of delivery given, and apparently messengers will charge the same regardless of the target being on a peaceful village of some civilized land, or in the dungeons of the cursed castle of the crimson tyrant besieged by that goblin army. Handy if you want to contact some rebel leader or hidden prisioner!

Casters offer their services pretty cheap, up to 5th level spells for 90 TO. As long as they get to cast them from the safety of their homes, they aren't gonna follow you to that dungeon.

Carrying capacity-is equal to 3 times your Str For score in kg. Thumbs up for no more complicated tables! You can go over it up to ten times your For score, but then you take a -2 penalty on Acrobatics, Athletics, Stealth and Thievery, plus your movement speed is reduced by 3 m. Once again tormenta civilians prove pretty badass, as even a simple commoner with 10 For can carry 100 kg of stuff on their back all day long at 2/3 their normal movement speed!

Special Materials

That picture is actually supposed to be of an artifact, but it's the only pic I could find of something made of Aço-Rubi


Aço-Rubi:
Looks like glass with hinges of red, but hard as steel. Weapons made of Aço-Rubi ignore all DR, even DR that normally cannot be overcome by any material. It's exclusively forged and sold by dwarves, that keep its origin and forgery techniques a secret. Rumors is that it comes from an underground Tormenta area, still unknown to the surface factions. Increases a weapon's price by 1000 TO, sounds like a pretty good deal.

What does it make when applied to armors? Eeerr, it isn't sold in that form it seems. I guess that explains why the above armor is an artifact. :blush

Adamante
: Makes weapons deal damage as if they were one size category larger, while armors and shields grant DR 1 (light stuff), 2 (medium) or 3 (heavy). Doesn't say wherever a shield and armor stack, or wherever they stack with other sources of DR. Price will be +1500 TO for weapon, light armor or heavy shield, +3000 TO for medium armor, +7000 TO for heavy armor. Can't make light shields out of adamante.


Gelo Eterno
: Coming right from the Howling mountains, this ice never melts. Weapons deal +1 cold damage for +1000 TO (just pay the extra 500 TO for adamante I say), while armor and shields grant Cold Resistance 2 for light (+500 TO light armor or heavy shield, light shields again need not apply), 5 for medium armor (+1000 TO) and 10 for heavy armor (+2000 TO).

Madeira Tollon
: This black wood can be only be applied to wooden weapons, and makes them count as magic for beating DR for just +100 TO. Light Shields will offer 1 DR for +1000 TO. Armors and heavy shields cannot apply because they're made mostly of metal. If you're actually in the kingdom of Tollon where this stuff is created, you can get it at half price, which is a pretty nice touch.

Matéria Vermelha
:Any materials obtained from the lefeu, from their claws and carapaces to their ores and buildings from Tormenta areas present similar properties, being known collectively as Matéria Vermelha-red matter. Weapons will deal 1d4 extra damage against Lefou for +1000 TO, but if it is a melee weapon and the wielder isn't a Lefou themselves, they also take 1 damage per hit (gloves? What's that?).

Where Matéria Vermelha shines is in armor crafting tough. Quite literally, because it looks so blurred that it will grant you 10% miss chance for shields and light armor (+500 TO), 20% for medium armor (+750 TO) and 30% for heavy armor (just +1000 TO!). Lefou ignore this miss chance, and you take a -2 penalty on all Car-based skill perícia checks except Intimidate. Also unclear whetever miss chances from armor and shield stack, but who cares? This is extremely cheap compared to the other materials and their effects, and miss chances on the double digits beat single-digit DR values any day of the week.

Mitral
: Very rare silvery metal mined mostly by dwarves, light as a feather, hard as dragon scales, you know the drill. Mitral stuff only weights half as much, weapons have their Crit threat increased by 1, armors count as one category lighter, have their max Des bonus increased by 2 and armor penalty reduced by 2. Mitral shields have no armor penalty at all! Cost +1000 TO for weapon, light armor or heavy shield, +2000 TO for medium armor, +4000 TO for heavy armor.

Oh, and you can make bullets or other ammo of the above materials as normal, 50 for the price of one weapon.

Overall: Goblin Baloons are a pretty nice way for adventurers to gain flight whitout need of magic. Not too expensive, not so cheap that you wonder why doesn't everybody owns one. Wish they had added some rules for the smaller boats tough.

The new special materials seem pretty cool, in particular scaling bonus for heavier armor. The reduction of prices and stronger effects compared to usual 3.5 is also pretty nice, mundanes do get several nice things on this chapter. In particular now there's a feeling of tactical choice, with stuff like bigger raw damage, or better crits, or ignoring all DR, instead of "this material is super effective against this type of enemy and doesn't do anything special against everybody else". Plus heavy armor now means something for 30% miss chance!

Next time, magic!




Offline NumeFinorio

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Re: Tormenta Campaign Setting Overview
« Reply #50 on: April 20, 2014, 10:54:03 PM »
Since last time, the second of the 15th anniversary posters are now on sale, take a look. :)


Offline BURP

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Re: Tormenta Campaign Setting Overview
« Reply #51 on: April 25, 2014, 01:56:04 PM »

That picture is actually supposed to be of an artifact, but it's the only pic I could find of something made of Aço-Rubi




Actually, that's a cover image from a manga called Abara, by Tsutomu Nihei :P You found it using Google Images, I guess? I used it to ilustrate an old blog post with some fan material for the setting :P I might be wrong, but I think the only images of aço-rubi are some internal illustrations from the Área de Tormenta sourcebook.

Since last time, the second of the 15th anniversary posters are now on sale, take a look. :)

The (gorgeus) image Nume posted is actually a reimagining of an old rulebook cover, that became kinda infamous for an obvious reason once you see it... :P




Offline Ziderich

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Re: Tormenta Campaign Setting Overview
« Reply #52 on: June 30, 2014, 09:04:23 PM »
I think oslecamo was sent to another plan for some of the spells he was searching = P

Offline oslecamo

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Re: Tormenta Campaign Setting Overview
« Reply #53 on: July 04, 2014, 04:02:27 PM »
Indeed, I have traveled far and wide across the planes, but have managed to find my way back to this place thanks to your guidance.

Part XV-Magic



Chapter 8 fluff intro has our amnesiac hero come to a mage's guild, where they're received by golem maids, and the Lady Esplenda uses magic to make him remind of his past. Our hero then sees Gideon.

There's a recap of the spell rules we had seen so far (magic points, spells known, max spell level). Spellcasters who are disrupted during casting need to a Will save to keep the spell. It makes a lot of sense that Will saves replace concentration if you ask me. And what can disrupt a spell?
-Being damaged while casting, DC 10+spell leve+damage suffered, be it by continuous damage, readied attacks or attacks of opportunity (more info on chapter 9:combat).
-Bad weather or vigorous movement like riding, DC 15+spell level.
-Horrible weather or violent movement, like being dragged around by a giant, DC 20+spell level.

Also, casting a spell leaves you flatfooted until the start of your next turn. Counterspelling works pretty much the same way as 3.X.

Then there's the usual spell descriptors, to which were included several of the 3.5 schools of magic. So for example Magic Weapon is a spell with the (transmutation) descriptor, while fireball is simply a spell with the (fire) descriptor. Darkness and Light spells can be used to counter the opposite descriptor if they're of the same level or lower. Enchantments don't affect creatures with Int 0, like certain undeads and constructs. Anyone can detect they're being the target of a (Divination) spell with a DC 20 Sense Motive check. Oh, and (time) is now a spell descriptor as well.

Casting times, range, targets, components, durations, areas, alternate rule of percentual chance of spell failure for wearing armor like in normal 3.X.

And finally the spell lists themselves. Just two of them, arcane and divine, from which the partial casters like the paladin and bard draw their spells as well as you may remember. Followed by the detailed spell descriptions in alphabetical order There's hundreds of them, so gonna focus only on those that were drastically changed, or are completely new.

But before that, a general change that Tormenta implemented is that spells no longer are dependant on Caster Level. Fireball always deals 6d6 damage and has a range of 30 m, affecting an area with a radius of 6 m. Blessing only lasts 1 minute. And so on.

Oh, and there's no mention to spell resistance anywhere.

(click to show/hide)

And I guess that's enough for today. Lots of changes as you can see, mostly nerfs altough there's a few buffs here and there. One subtle thing is that spell range is drastically reduced.

Still, so far casters still have a lot of reality-breaking effects, just somewhat less breaking than in 3.X. But I'll reserve a more detailed veredict until I can finish reviewing all the spells, which hopefully should only take one more update.