Archive for the 'Underwater Law' Category

December Guild Companion - Dolphins for HARP

Wednesday, December 20th, 2006

The December Guild Companion has been posted for awhile now, and amoung other interesting articles, it contains an article that I wrote for playing Dolphins as Player Characters in HARP, admittedly an odd notion, but a GM could also use it as a method of creating some interesting NPC’s for characters that might be adventuring on or under the oceans

November Guild Companion - Aquatic Elves

Tuesday, November 7th, 2006

The November Guild Companion is now available and contains an article by yours truly on Aquatic Elves for HARP.
Take a peek, and if you feel ambitious, leave a comment
http://www.guildcompanion.com/

Dolphin Spells

Saturday, October 21st, 2006

I’ve been doing some work on setting up a HARP campaign that would end up underwater. One of the things I want to do is develop Dolphins in more detail as a fantasy race that has spell use. I’m going to be creating some spells specific to the underwater environment, possibly specific to Dolphins. I posted a question about this on the ICE forums to get some ideas

http://www.ironcrown.com/ICEforums/index.php?topic=1127.0

The list of Spells I’m going to start with is:

Replenish Air
Resist Pressure
Retain Moisture
Disentangle
Detect Predator
Locate Food
Sonic Blast
Sonar Enhancement
Water Sheild - Scalable from basic sheild to full sphere
Warm Water / Resist Cold
Bubble Wall
Shell Skin / Coral Skin (similiar to Stone Skin)
Navigation / Location
Create Wave
Absorb Sound

Some of these, or very similiar spells may exist already, next step is to look through the HARP books and see which of these already exist and which I’ll have to create from scratch.