C.O.G. Setting: Hyboria

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This is an alternative game setting using the C.O.G. system, based on Robert E. Howard's sword and sorcery tales in the 1920's and 1930's. See wikipedia's article Hyborian Age for some details. Juggled in with this will be a non-trivial injection of Dave Sim's Cerebus, because it's awesome.


Species

The vastly dominant species in Hyboria are humans, and as such are the primary form of player character. There are gods, demi-gods, and monsters, but these are not meant to be suited for players according to the original spirit of the stories. Standard humans get 25 points for being creation. Cursed humans can get less, blessed humans might have more. The requisite cursing and blessing of births happens according to referee whim, and is generally the by product of foul or fair couplings between humans and gods/demi-gods/monsters. Beware of Aardvarks.


Gear

Dark ages and earlier, generally speaking. Cost wildly variable depending on circumstance. We'll have to wing this for a goodly while.


Money System

Gold. I'm going to depart from Howard's staggering variety of coins (and Sim's amusingly cynical variety of currencies), and go with my typical over-simplification of finances. So, just gold. Purely by mass. In grams, because I'm lazy like that.


Healing

Basic healing for humans is 1 stamina per week.

A healer (Medic, or another occupation with basic Heal ability) can improve that to 1D6 per week (per bonus). Not great, but it's better than nothing. It can involve using herbs or poultices or surgeries or splints or whatever the hell the healing character can role-play. The essential cusp of this is the understanding of physiology and functional biology.

All of this is almost completely overshadowed by magical healing, which will be made clearer in the section about ...


Magic

Hell yes. And lots of it.

The main reason for the surplus is the drastic change to Bestow. To bestow magic, it costs triple. Period. After it has been bestowed, it's its own separate gobbet of magic, and the magic source can happily meditate their points back and do it again. Ad-infinitum. The bestow-ee can't regenerate magic points, mind you - when they use it up, it's gone.

So, there's a lot of magical objects. Many of them temporary, but some with permanent abilities. The most common magical object is healing potion. The fun part is that the actual liquid the healing magic is cast upon is kind of trivial, as is the volume (which can get silly, I admit). So, pretty much every adventurer is going to have a flask or vial or canteen of healing potion filled with points of stamina they can swig (or administer) as needed. Magic Sources (witches, warlocks, wizards, sorcerers, and plain old magicians) can pump a point of healing per hour (for every three points of magic, meditation willing) to be used later. Plain old fluid (water, beer, wine, or even goat piss) is added to dilute the healing points so that it can keep on being consumed point-wise.


Special Occupations

Due to the plentitude of magic, there are two special classes of Custom Occupations used in Hyboria: Sorcerers and Priests.

Sorcerers

The ability to be a Magic Source is determined at birth (accomplished by picking the 4-point option for MBA/magic. The associated problem is that every point of magic counts as a stress point, so the basic increase of 1 willpower per stage can be dangerous - especially if you're a fairly dedicated aspiring magic source and you picked that 4-point option more than once. Sorcerer occupations address this by adding even more additional willpower (TBD), and generally also adding pretty good stamina to help compensate for the frail and puny body the sorcerer probably has due to spending points frivolously on magical ability.

4D Stamina, 3 to 5 Will Power, 3 to 5 Stealth

Priests

Priests also focus on additional willpower (again, amount TBD), but they do so in order to be vessels for some portion of the nigh-limitless magic that their god(s) may bestow upon them. Thus, a priest may pray to their god(s), and for every hour of prayer receive 1D6 points of magic per level of priest. Which is quite a lot, really. The catch, of course, is that the priest must continually act in a manner according to the wishes of their god(s) - according to agreed parameters with the referee.