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Book of Doom (Jonstown Compendium)


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Announcing a new Jonstown Compendium supplement: The Book of Doom, an invaluable resource for both players and games masters. Over 600 new spells, dozens of skills, new magical items, new HeroQuesting spells and material, rune mastery, ritual sacrifice, and expanded rules for buildings and ships, trading and income, and crafting of exceptional items. There is also an entire section on alchemy, including new skills, spells, recipes, magical plants, a sample NPC, and other support material.

https://www.drivethrurpg.com/product/343046/Book-of-Doom?affiliate_id=66807

I am happy to answer any questions here.

 

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2 hours ago, Godlearner said:

Thank you for this wonderful supplement.

You are welcome.

2 hours ago, Godlearner said:

Where would be the appropriate place/thread to ask questions specifically on things covered in it?

Here ...

 

1 hour ago, Crel said:

Favorite spell/skill?

Favourite skill: Invite me in (Useful for thieves, con-artists and vampires)

Favourite spell: Wash away Flood

1 hour ago, Godlearner said:

How does this affect the price of the item?

I would just add 10% to the value for each quality, except Fine. 

1 hour ago, Godlearner said:

Would not any quality increase the price and not only Fine which makes it look better?

Yes it would, but Fine specifically doesn't do anything except make it look nice.

To be honest you are getting on shaky ground when working out the monetary value of a special sword. Someone might pay more for a sword that is quick, someone else might prefer a sword with extra HPs and so on. Are you going to pay double cost for a sword with 10 Qualities?

That is why I left it vague.

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For Make<object> skills, did you intend it to work something like this: If one has a Craft Weapon at 80% and Make Sword at 45% is trying to make a sword and rolls a 44, then then sword is made. Another roll of 44 against Make Sword would add +1 quality, a special +2 quality and a critical  +3 quality? If using this and criticaling both rolls, then a sword may have up to 5 qualities

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Make (Object) was really intended for more complex objects. 

However, you could have Make (Sword), meaning you specialise in making swords. 

I would make one roll, instead of two, just because I don't like making extra rolls. 

However, I like the idea of getting 2 Specials or Criticals and the idea of make acting as a quality booster.

So, with your skills, someone rolling 16 on Make Sword is also rolling a special on Craft Weapon so should get +1 quality for Make sword and +1 for Craft Weapon, so 2 qualities in total. Rolling 02 is a critical on both, so should get 3 qualities for Make sword and 2 for Craft weapon.

I'll update the document accordingly, with an author's comment, if there is enough space (Layout drives me crazy). Thanks for the great idea.

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14 hours ago, soltakss said:
15 hours ago, Godlearner said:

How does this affect the price of the item?

I would just add 10% to the value for each quality, except Fine.

I have added a sentence suggesting adding +10% or +20% per quality to the base price.

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How would you advise adding your Rune spells to existing cults and/or characters?

For example I would love one of my Player Character who is an Issaries to have access to Communicate with Strangers or possibly one of the other spells under Trader category, do I just add these spells to the the cults Special spells? Should setup a Rune category (similar to that of Common Divine) and give access to cults with those specific Runes?

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10 hours ago, soltakss said:

I have added a sentence suggesting adding +10% or +20% per quality to the base price.

I think you should make it a lot more than that. It seems that. All qualities do not appear to be worth the same. Each point of Effective should be worth at least as much as a same value as Bladesharp spell. Other game systems increase the price for similar affects by as much as 100 times the base price for a weapon and about 10 times for a common item.

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1 hour ago, Godlearner said:
12 hours ago, soltakss said:

I have added a sentence suggesting adding +10% or +20% per quality to the base price.

I think you should make it a lot more than that. It seems that. All qualities do not appear to be worth the same. Each point of Effective should be worth at least as much as a same value as Bladesharp spell. Other game systems increase the price for similar affects by as much as 100 times the base price for a weapon and about 10 times for a common item.

Yeah, it gets far too complex to work out. I think it should be down to the negotiating skills of the crafter and the buyer.

4 hours ago, Godlearner said:

I think there should be a limit on stacking of qualities, otherwise you will see Effective x6 or more. Do you really want a 1d8+7 weapon before Bladesharp is cast?

As a GM I have no problem with very magical items.

A +7 sword is a very rare and magical thing.

I use Special Criticals and Hyper Criticals. so someone with 500% in Craft (Weaponmaking) and Make (Sword) could roll 01 (Hyper Critical) and get +4 Qualities for Craft and +5 for make, giving +9 Qualities.

Other people don't like such high-powered stuff, but it is fine for me.

2 hours ago, Godlearner said:

How would you advise adding your Rune spells to existing cults and/or characters?

I have a list of Deities and the spells they offer. The problem is that these use the old names for spells, before I changed them, so I would have to go through them and work out which are the new spell names. Also, these would be different to the spells granted in the Gods and Goddesses of Glorantha books.

What I will do, eventually, is go through my list of deities and spells, to work out which deities I have assigned spells to, then put them in a spreadsheet and add it as a free extra.

In the meantime, make the spells available to SubCults, Hero Cults or as gifts from HeroQuests. One of my favourite tricks to to bring back a long-lost demigod or spirit Lord who grants one or two of the spells.

2 hours ago, Godlearner said:

For example I would love one of my Player Character who is an Issaries to have access to Communicate with Strangers or possibly one of the other spells under Trader category, do I just add these spells to the the cults Special spells? Should setup a Rune category (similar to that of Common Divine) and give access to cults with those specific Runes?

I'd just make the spell available via a local SubCult or Hero Cult. so, Brannax the Bashful might be a Hero who brought back Communicate with Strangers but only teaches it at his shrine in one Issaries Temple.

So, they are learned through a subcult or Hero cult but once learned are just another spell to be cast using the cult Rune Pool.

If you use the Runic Mastery rules from the Book of Doom and gain Runic Mastery (Communication) then you can create a Communication Rune Pool that can be used to cast any Communication spells.

 

Edited by soltakss
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The Book of Doom has received its first review, a 5* Review by Darren P:

The write up that describes this work is perfect. The description is exactly what the product is. Indispensable is what it will become to many of us. There's so much in it. New skills and magic, all closely linked to runes or themes (like War for example). It means no two characters need ever have the same spells or skills again. I sense the influence of Heroquest here which had me reaching for my books to see what I could convert. Nicely done.

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Another 5* Review for the Book of Doom, this one by Leon K:
This book is extremely useful in fleshing out players unique experience in the game. The crafting rules add flavor and detal The building and shipbuildingare very useful as reference material. The spells are a treasure trove of information to add to you game. All around a great product.

Oh, and Book of Doom is #4 in the DTRPG Top 100 Products.

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I'm slowly making my way through this, and glad it's been published!

I'm really liking the crafting section so far, and the Alchemy was nice too! :)

 

Query - In the Crafting Spells section, Imbue with Quality and Imbue with Magic are both Touch spells - what are you touching? The crafter or the item? (so, could Crafter A cast the spell on Crafter B? Or...???)

Related to this, there are a number of other Self spells in the list... why the specific difference?

 

ETA - Alloy Metals - The final properties of the alloys are… both combined?? GM discretion? (When Copper and Tin are combined, you get a substance that is harder than either individually...)

Edited by Shiningbrow
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44 minutes ago, Shiningbrow said:

Query - In the Crafting Spells section, Imbue with Quality and Imbue with Magic are both Touch spells - what are you touching? The crafter or the item? (so, could Crafter A cast the spell on Crafter B? Or...???)

You touch the item to be Imbued. Basically, you add a Quality or Power to the item.

Crafter A and Crafter B could both Imbue an item with a Quality or Power. You can look at this as the crafters building things into the item as they work on it, or them magically augmenting it in the final finishing stages, both work for me.

46 minutes ago, Shiningbrow said:

Related to this, there are a number of other Self spells in the list... why the specific difference?

Self spells affect yourself. Touch spells affect something/someone you touch. Of course, Touch spells can affect you, if you are the target.

The difference was put in because crafting deities tend to enhance their worshippers, so the crafters themselves, rather than allowing their spells to be cast on other people.  You can always cast Yourself with the spell to allow it to work on someone else.

49 minutes ago, Shiningbrow said:

ETA - Alloy Metals - The final properties of the alloys are… both combined?? GM discretion? (When Copper and Tin are combined, you get a substance that is harder than either individually...)

GM discretion.

The spell means that the alloy works and is formed.

I am not a metallurgist, so it is up to GMs as to what the game effects are.

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9 minutes ago, Shiningbrow said:

Your spells (and sometimes skills) are specific to certain cults and sub-cults.

They could be.

9 minutes ago, Shiningbrow said:

Do you know if all of those cults and sub-cults will be listed in the GaGoG?

I have no idea.

The spells from the Book of Doom came about because I wanted to use the abilities mentioned in various Hero Wars and HeroQuest rules/supplements, so I converted them into Skills, Spirit Magic Spells, Rune Spells and Sorcery Spells.

I have a list of deities that have the spells, but need to amend it to take into account my renaming and consolidation of skills. When I have done that, I'll add it as an extra to the Book of Doom. Those deities might be SubCults of major deities, or might be mentioned in GaGoG.

 

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Page 23, ship characteristics:  Speed is listed as a characteristic, but none of the vessel types has a speed stat in the table on that page. 

I know this is a  complex issue, because speed for galleys will depend on the rowers' stamina, and speed for sailing ships will depend on the speed and direction of the wind.  Galleys with a sail set is a further complexity.

Just a thought for a second edition.

 

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2 hours ago, Squaredeal Sten said:

Page 23, ship characteristics:  Speed is listed as a characteristic, but none of the vessel types has a speed stat in the table on that page. 

I know this is a  complex issue, because speed for galleys will depend on the rowers' stamina, and speed for sailing ships will depend on the speed and direction of the wind.  Galleys with a sail set is a further complexity.

I'll look at that, thanks, it might have been something I took out.

Sailing ships have a speed based in the wind strength in the Wind Table.

I might just take out speed as a characteristic.

2 hours ago, Squaredeal Sten said:

Just a thought for a second edition.

I will upload a new version with slight errata soon, this will be one of the things I look at.

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