New Class: Miko
New Class: Miko
BTW: Anyone recommend a freeware pdf maker?
This would be a sort of Oriental class...
Playing around w/ Wikipedia I came across the Miko via the Yamabushi and thought it might be fun to try putting together a class ....
At first I wanted it to be more witchy and supernatural, speak w/ dead, things like that, but I realized those are spells so I just focused on on the spell list.
I think it might need d6 hit dice and... I dunno... this is a sort of advance rough draft, any feed back is welcome!
MIKO (Wisdom)
The Miko or shrine maiden is a woman attached to a shrine or temple, but may wander the land on missions such as bringing protection to the temple, or on relief missions to care for people injured in wars, fires or earthquakes. In recent generations, men have been allowed to serve in this role as well, though they are often called Monks or Priests.
The role of a Miko includes performing ceremonies of marriage, divorce or burial of the dead, as well serving as healers and prophets, mediums, witches and oracles. They have magical abilities and knowledge of the occult. Because of this knowledge and their magical foresight, they are sometimes called to serve as advisors to political leaders. When demons, evil spirits, undead or any unnatural or occult threat is present, the Miko can raise arms against them and lead others to defeat the threat.
Miko generally do not use bladed weapons against the living, saving their deadliest attacks for evil or demonic enemies.
Players of Miko characters may receive missions from their temple or other master or may operate independently, generally spreading and promoting the cause of good, using their skills to help the adventuring party with which they are traveling.
MIKO (Wisdom)
Prime Attribute: Wisdom
Hit Dice: d4, at 11th level onward +1 hit point
BtH: as Cleric
EPP: as Cleric
Alignment: any good
Weapons: Bo (staff), bokken (damage as short sword), dart, jo (club), katana (broad sword?), naginata (halberd), tanto (dagger), wakizashi (short sword), yumi (long bow)
Armor: any light
Shields: none
Abilities: Spells (Miko-mai), Occult Knowledge, Devine Protection, Devine Healing, Cure Disease.
Spells (Miko-mai): Miko cast spells by doing ceremonial dances called Miko-mai, so they must be free to move in order to use their magic. Their spells are otherwise the same as Cleric spells, and they use the Cleric spell progression table.
Occult Knowledge: This ability works much like the Bards Legend Lore ability, except the Miko will recall a relevant piece of information they need regarding any occult or supernatural phenomenon. This may include recognizing a demon or spirit, or knowing how to defeat it or how to lay a restless spirit to rest. The CK may allow the Miko a +2 to hit such a demon if the knowledge they recall is helpful enough.
Devine Protection: Kami (spirits) keep the Miko safe from harm, protecting them in battle. In game terms, the Miko enjoys an Armor Class bonus equal to their BtH bonus, up to a maximum AC bonus of +5. This stacks with armor worn.
Devine Healing: The Miko can heal themselves or others once per day for every odd-numbered level they have. This healing equals 2 hit points for every character level the Miko has.
Cure Disease: The Miko can curse any disease, mundane or supernatural, in any person once per week, as Paladin.
Kuro Miko: Black Miko or Dark Miko are evil counterparts to the Miko. They may serve demons, monsters or other dark masters. Their powers are similar to the Miko, though have evil sources and they cause harm rather than healing or protection. The most devilish Kuro Miko will masquerade as Miko to infiltrate centers of good, only to reveal their true nature and destroy all in their way.
Kuro Miko Characters: As Miko, but alignment is any evil. Replace Devine Healing with Demonic Harm which functions the same but inflicts damage. Also, replace Cure Disease with Command Undead, as evil Cleric two levels lower. Kuro Miko also have a slightly different spell list.
Miko Spell List
Notes: Spells marked with an asterisk * are reversible. Spells are listed with the page number they are found on in the Players Handbook. Miko usually cast the standard spells, while the Kuro Miko cast the reversed versions, e.g. Cure Light Wounds is a Miko spell while the reverse is a Kuro Miko spell. Animate Dead is a Kuro Miko spell while its reverse is a Miko spell. This is not a hard and fast rule, Kuro Miko can use the standard spells, but Miko may not cause harm or curses as these are evil acts. CK discretion and common sense must prevail. Other exceptions are listed individually.
0-Level
Detect Chaos/Evil etc. * 68
Detect Magic 69
Detect Poison 69
First Aid 73
Light 80
Purify Food and Drink 88
Sanctuary 91
1st-Level
Augury 62
Bless* 64
Cure Light Wounds* 68
Detect Neutrality 69
Detect Secret Doors 69
Detect Snares and Pits 69
Detect Undead 69
Invisibility to Undead 79
Protection from Chaos, Evil etc. * 88
Remove Fear* 90
Shield of Faith 93
Speak With Dead 94
2nd-Level
Aid 59
Darkness* 68
Delay Poison 68
Detect Traps 69
Hold Person 77 (Kuro Miko only)
Identify 78
Lesser Restoration 80
Levitate 80
Protection from Arrows 88
Remove Paralysis 90
See Invisibility 92
Spiritual Weapon 95
3rd-Level
Animate Dead* 61
Clairaudience/Clairvoyance 65
Cure Serious Wounds* 68
Divination 71 (Kuro Miko level 4 spell)
Locate Object* 80
Magic Circle 81
Nondetection 84
Prayer 87
Remove Blindness or Deafness* 89
Remove Curse* 89
Remove Disease 89
Summon Lesser Monster 97 (Kuro Miko only)
4th-Level
Detect Scrying 69
Discern Lies* 70
Dismissal 70
Divination 71 (Miko level 3 spell)
Healing Circle* 77
Neutralize Poison 84
Remove Curse* 89
Restoration* 90
Scrying 91
Tongues* 100
5th-Level
Atonement 62
Commune 65
Cure Critical Wounds* 68
Death Ward 68
Dispel Chaos, Evil Etc.* 70
Flame Strike 73
Legend Lore 80
Raise Dead 88
True Seeing 101
6th-level
Anti-Illusion Shield 61
Anti-life Shell 61 (Kuro Miko only)
Banishment 63
Blade Barrier 63
Create Undead 67 (Kuro Miko only)
Geas 74
Greater Scrying 75
Heal* 76
7th-level
Greater Restoration 75
Holy Word* 77
Regenerate 89
Repulsion 90
Resurrection 90
8th-level
Create Greater Undead 67 (Kuro Miko only)
Discern Location * 70
Finger of Death 73 (Kuro Miko only)
Fire Storm 73
Holy Aura* 77
Summon Planar Ally 98
9th-Level
Antipathy* 61
Astral Projection 62
Energy Drain 71 (Kuro Miko only)
Gate 74
True Resurrection (Miko only)
This would be a sort of Oriental class...
Playing around w/ Wikipedia I came across the Miko via the Yamabushi and thought it might be fun to try putting together a class ....
At first I wanted it to be more witchy and supernatural, speak w/ dead, things like that, but I realized those are spells so I just focused on on the spell list.
I think it might need d6 hit dice and... I dunno... this is a sort of advance rough draft, any feed back is welcome!
MIKO (Wisdom)
The Miko or shrine maiden is a woman attached to a shrine or temple, but may wander the land on missions such as bringing protection to the temple, or on relief missions to care for people injured in wars, fires or earthquakes. In recent generations, men have been allowed to serve in this role as well, though they are often called Monks or Priests.
The role of a Miko includes performing ceremonies of marriage, divorce or burial of the dead, as well serving as healers and prophets, mediums, witches and oracles. They have magical abilities and knowledge of the occult. Because of this knowledge and their magical foresight, they are sometimes called to serve as advisors to political leaders. When demons, evil spirits, undead or any unnatural or occult threat is present, the Miko can raise arms against them and lead others to defeat the threat.
Miko generally do not use bladed weapons against the living, saving their deadliest attacks for evil or demonic enemies.
Players of Miko characters may receive missions from their temple or other master or may operate independently, generally spreading and promoting the cause of good, using their skills to help the adventuring party with which they are traveling.
MIKO (Wisdom)
Prime Attribute: Wisdom
Hit Dice: d4, at 11th level onward +1 hit point
BtH: as Cleric
EPP: as Cleric
Alignment: any good
Weapons: Bo (staff), bokken (damage as short sword), dart, jo (club), katana (broad sword?), naginata (halberd), tanto (dagger), wakizashi (short sword), yumi (long bow)
Armor: any light
Shields: none
Abilities: Spells (Miko-mai), Occult Knowledge, Devine Protection, Devine Healing, Cure Disease.
Spells (Miko-mai): Miko cast spells by doing ceremonial dances called Miko-mai, so they must be free to move in order to use their magic. Their spells are otherwise the same as Cleric spells, and they use the Cleric spell progression table.
Occult Knowledge: This ability works much like the Bards Legend Lore ability, except the Miko will recall a relevant piece of information they need regarding any occult or supernatural phenomenon. This may include recognizing a demon or spirit, or knowing how to defeat it or how to lay a restless spirit to rest. The CK may allow the Miko a +2 to hit such a demon if the knowledge they recall is helpful enough.
Devine Protection: Kami (spirits) keep the Miko safe from harm, protecting them in battle. In game terms, the Miko enjoys an Armor Class bonus equal to their BtH bonus, up to a maximum AC bonus of +5. This stacks with armor worn.
Devine Healing: The Miko can heal themselves or others once per day for every odd-numbered level they have. This healing equals 2 hit points for every character level the Miko has.
Cure Disease: The Miko can curse any disease, mundane or supernatural, in any person once per week, as Paladin.
Kuro Miko: Black Miko or Dark Miko are evil counterparts to the Miko. They may serve demons, monsters or other dark masters. Their powers are similar to the Miko, though have evil sources and they cause harm rather than healing or protection. The most devilish Kuro Miko will masquerade as Miko to infiltrate centers of good, only to reveal their true nature and destroy all in their way.
Kuro Miko Characters: As Miko, but alignment is any evil. Replace Devine Healing with Demonic Harm which functions the same but inflicts damage. Also, replace Cure Disease with Command Undead, as evil Cleric two levels lower. Kuro Miko also have a slightly different spell list.
Miko Spell List
Notes: Spells marked with an asterisk * are reversible. Spells are listed with the page number they are found on in the Players Handbook. Miko usually cast the standard spells, while the Kuro Miko cast the reversed versions, e.g. Cure Light Wounds is a Miko spell while the reverse is a Kuro Miko spell. Animate Dead is a Kuro Miko spell while its reverse is a Miko spell. This is not a hard and fast rule, Kuro Miko can use the standard spells, but Miko may not cause harm or curses as these are evil acts. CK discretion and common sense must prevail. Other exceptions are listed individually.
0-Level
Detect Chaos/Evil etc. * 68
Detect Magic 69
Detect Poison 69
First Aid 73
Light 80
Purify Food and Drink 88
Sanctuary 91
1st-Level
Augury 62
Bless* 64
Cure Light Wounds* 68
Detect Neutrality 69
Detect Secret Doors 69
Detect Snares and Pits 69
Detect Undead 69
Invisibility to Undead 79
Protection from Chaos, Evil etc. * 88
Remove Fear* 90
Shield of Faith 93
Speak With Dead 94
2nd-Level
Aid 59
Darkness* 68
Delay Poison 68
Detect Traps 69
Hold Person 77 (Kuro Miko only)
Identify 78
Lesser Restoration 80
Levitate 80
Protection from Arrows 88
Remove Paralysis 90
See Invisibility 92
Spiritual Weapon 95
3rd-Level
Animate Dead* 61
Clairaudience/Clairvoyance 65
Cure Serious Wounds* 68
Divination 71 (Kuro Miko level 4 spell)
Locate Object* 80
Magic Circle 81
Nondetection 84
Prayer 87
Remove Blindness or Deafness* 89
Remove Curse* 89
Remove Disease 89
Summon Lesser Monster 97 (Kuro Miko only)
4th-Level
Detect Scrying 69
Discern Lies* 70
Dismissal 70
Divination 71 (Miko level 3 spell)
Healing Circle* 77
Neutralize Poison 84
Remove Curse* 89
Restoration* 90
Scrying 91
Tongues* 100
5th-Level
Atonement 62
Commune 65
Cure Critical Wounds* 68
Death Ward 68
Dispel Chaos, Evil Etc.* 70
Flame Strike 73
Legend Lore 80
Raise Dead 88
True Seeing 101
6th-level
Anti-Illusion Shield 61
Anti-life Shell 61 (Kuro Miko only)
Banishment 63
Blade Barrier 63
Create Undead 67 (Kuro Miko only)
Geas 74
Greater Scrying 75
Heal* 76
7th-level
Greater Restoration 75
Holy Word* 77
Regenerate 89
Repulsion 90
Resurrection 90
8th-level
Create Greater Undead 67 (Kuro Miko only)
Discern Location * 70
Finger of Death 73 (Kuro Miko only)
Fire Storm 73
Holy Aura* 77
Summon Planar Ally 98
9th-Level
Antipathy* 61
Astral Projection 62
Energy Drain 71 (Kuro Miko only)
Gate 74
True Resurrection (Miko only)
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- zacharythefirst
- Red Cap
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I use CutePDF, which is basic but free.
That's a lot to look over!
I notice BtH is per cleric. That's a nice progression for a d4 HD class.
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That's a lot to look over!
I notice BtH is per cleric. That's a nice progression for a d4 HD class.
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Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson
I use PrimoPDF. Installs a printer that, from virtually any application, you print to and it translates the data to PDF. Then, I use Acrobat 5 (I refuse to repurchase the software for features I'm likely to never use) and add bookmarks and play a little with it -- maybe if I actually knew how to use the software, I might care, but until then, I make do with what was given me.
Other than that, I think it might be more accurate to include some sort of feng shui ability since that, I believe, is traditionally the role of the Miko. I also find it implausible they would wield samurai weapons, especially the daisho (katana and wakizashi) but opinions differ. Perhaps make them more like a monk, skilled more in unarmed combat?
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Other than that, I think it might be more accurate to include some sort of feng shui ability since that, I believe, is traditionally the role of the Miko. I also find it implausible they would wield samurai weapons, especially the daisho (katana and wakizashi) but opinions differ. Perhaps make them more like a monk, skilled more in unarmed combat?
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I just use OpenOffice, it does everything. PDF, XLS, and pretty much everything else you need microsoft/adobe for.
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The Ruby Lord, Earl of the Society
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Daisho, my understanding is that they wouldn't be allowed to use both at once, either the katana or wakizashi... daisho is only for samurai.
I could clarify that.
Like I said, originally I had them speaking to dead and other witchy things, but realized those are spells.... i dunno. The cleric BtH vs the d4.... i was thinking of making them d6, but I don't necessarity think those two things are mutually exclusive
I could clarify that.
Like I said, originally I had them speaking to dead and other witchy things, but realized those are spells.... i dunno. The cleric BtH vs the d4.... i was thinking of making them d6, but I don't necessarity think those two things are mutually exclusive
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
-
anonymous
LOL!
and I high squeeky voice.
and I high squeeky voice.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Relaxo wrote:
Re: Daisho, my understanding is that they wouldn't be allowed to use both at once, either the katana or wakizashi... daisho is only for samurai.
I could clarify that.
I don't think so. As I understand it, during the Edo period a good deal of class specific edicts were made, one of which was that only samurai could possess a sword exceeding a certain length. The daisho combination would presumably be prohibited as part of that, but it is not an "either or" situation.
Prior to the Edo period, there may have been local social norms of one type or another, but no universally accepted and enforced edict.
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ok.
I certainly don't pretend to know, I'm getting this from wiki and cartoons.
I certainly don't pretend to know, I'm getting this from wiki and cartoons.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
but any way, does this look like an intersteing class? or is it just a paladin/cleric?
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Relaxo wrote:
ok. I certainly don't pretend to know, I'm getting this from wiki and cartoons.
Well, it's fantasy Japan anyway, so who cares?
Relaxo wrote:
but any way, does this look like an intersteing class? or is it just a paladin/cleric?
Sure, I like the idea of a "Shrine Maiden" as a hunter of the undead/demons/evil spirits. As you say, it could be done with a combination of classes or one of a hundred different ways, but it is always nice to see somebody's take on things.
My experience of building new classes is that it works best when you are tailor making a class for a player and not worrying about whether it appeals to a broader audience.
That said, I probably wouldn't bother with Divine Healing or Cure Disease as abilities, since the class has access to spells. Bonuses to hit, to damage, and to armour class, seem like fun possibilities to play around with. I would probably want the class to be more martially orientated, but I can see that deviates significantly from the source material.
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It is a joyful thing indeed to hold intimate converse with a man after ones own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
Yoshida Kenko (1283-1350)
Somethings I have thought about this...
I would jack the HD, d6 is minimum, depending on how much combat you think they would see, perhaps even a d8
Second, the armor, what do you consider light armor? EV2 or less? 10, 15, or 20lbs or less? Consider at EV2 the best you can wear is Laminar Leather (+3), while at the weight classes 10: +1, 15: +2, 20: +4 (Bronze Breastplate). Either state the armor that can be worn, or better, eliminate it. Why? First, see below on Omamori. Another reason, is I do not see any reference to armor in historical Miko's, nor in anime, though I admit that my knowledge of anime is limited.
I think the divine protection should be called Omamori. Further, the base AC adjustment granted (as shown) gets them to a +5 bonus faster than a Monk (11th as opposed to 12th). Perhaps giving them an AC adjustment of the Monk would work better, as long as armor is restricted, or if armor is allowed, grant a +1 bonus with an additional +1 every 4 levels. Further, additional Omamori types can be crafted, such as Protection from Spirits. These additional Omamori could be either permanent (high cost to craft), or have an activation/duration/or limited life (either time, or # number of attacks). Omamori are personal, made for an individual and only works for them. If protective Omamori are lost or destroyed, new ones must be made. Also
Divine healing/damage, I would allow a save for 1/2 damage at the least. I would also reduce the number of times it is usable per day (perhaps every 4 or 5 levels), or remove the spell from the spell list. Also, this requires a touch correct? If so, then a touch attack should be made to do damage. This is another ability that I would consider eliminating though.
Cure Disease, I would remove this ability altogether, but perhaps replace with an exorcism ability, and a turning ability usable on creatures from other planes and spirits.
I would allow them to create O-fuda/gofu, protective talismans and scrolls for tent, dwellings, temples, castles, etc. Their spells should be focused through various O-fuda, a talisman or scroll scribed with the spell upon it. These would be scribed from an original copy (either at home, or on the road), instead of memorizing the spell, and destroyed when used. The Miko would prepare their spells by readying the O-fuda for recall of their location, then they would be pulled and used to complete the spell. Preparing the O-fuda consumes the spell components of material nature, somantic and verbal are still needed to cast the spell. Further, scribing an O-fuda takes normal memorization time, plus casting time as the formula is written. A Miko may scribe any number of O-fuda scrolls/talismans, of a spell ahead of time, the power is not imbued into the item until it is prepared for casting. O-fuda can only be used by the Miko scribing them... Ok this may be a bit disjointed, but is a rough dump of my thoughts.
The class should also have some abilities with Divination, I would remove the spell and give class abilities. Further, I think a limited version of Omikuji would be cool, with perhaps a bigger pool, and with higher power at a shrine. With a Miko's blessing/advice, the character would have less of a chance of drawing a bad fortune (or more if the Miko would actively work against the character pulling the fortune).
I would jack the HD, d6 is minimum, depending on how much combat you think they would see, perhaps even a d8
Second, the armor, what do you consider light armor? EV2 or less? 10, 15, or 20lbs or less? Consider at EV2 the best you can wear is Laminar Leather (+3), while at the weight classes 10: +1, 15: +2, 20: +4 (Bronze Breastplate). Either state the armor that can be worn, or better, eliminate it. Why? First, see below on Omamori. Another reason, is I do not see any reference to armor in historical Miko's, nor in anime, though I admit that my knowledge of anime is limited.
I think the divine protection should be called Omamori. Further, the base AC adjustment granted (as shown) gets them to a +5 bonus faster than a Monk (11th as opposed to 12th). Perhaps giving them an AC adjustment of the Monk would work better, as long as armor is restricted, or if armor is allowed, grant a +1 bonus with an additional +1 every 4 levels. Further, additional Omamori types can be crafted, such as Protection from Spirits. These additional Omamori could be either permanent (high cost to craft), or have an activation/duration/or limited life (either time, or # number of attacks). Omamori are personal, made for an individual and only works for them. If protective Omamori are lost or destroyed, new ones must be made. Also
Divine healing/damage, I would allow a save for 1/2 damage at the least. I would also reduce the number of times it is usable per day (perhaps every 4 or 5 levels), or remove the spell from the spell list. Also, this requires a touch correct? If so, then a touch attack should be made to do damage. This is another ability that I would consider eliminating though.
Cure Disease, I would remove this ability altogether, but perhaps replace with an exorcism ability, and a turning ability usable on creatures from other planes and spirits.
I would allow them to create O-fuda/gofu, protective talismans and scrolls for tent, dwellings, temples, castles, etc. Their spells should be focused through various O-fuda, a talisman or scroll scribed with the spell upon it. These would be scribed from an original copy (either at home, or on the road), instead of memorizing the spell, and destroyed when used. The Miko would prepare their spells by readying the O-fuda for recall of their location, then they would be pulled and used to complete the spell. Preparing the O-fuda consumes the spell components of material nature, somantic and verbal are still needed to cast the spell. Further, scribing an O-fuda takes normal memorization time, plus casting time as the formula is written. A Miko may scribe any number of O-fuda scrolls/talismans, of a spell ahead of time, the power is not imbued into the item until it is prepared for casting. O-fuda can only be used by the Miko scribing them... Ok this may be a bit disjointed, but is a rough dump of my thoughts.
The class should also have some abilities with Divination, I would remove the spell and give class abilities. Further, I think a limited version of Omikuji would be cool, with perhaps a bigger pool, and with higher power at a shrine. With a Miko's blessing/advice, the character would have less of a chance of drawing a bad fortune (or more if the Miko would actively work against the character pulling the fortune).
koralas wrote:
Some things I have thought about this...
This is great feedback, I've been re-working this.
Just wanted to finally acknowledge your post and say thanks. I'll probably submit this to domesday at some point when I hammer it into a shape i like.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781