Showing posts with label Maids. Show all posts
Showing posts with label Maids. Show all posts

Monday, 8 August 2016

A New Monster: The Trimarchy


Reading Blue Medusa from PsiDuck (Patrick Stewart) and it is very inspiring. So I made this new monster a thing I don't do very often.


Trimarch *(-)
AC 17 (16)
HD 12 (4HD)
MV 16 (12)
ATT 2 using dagger or sickles or claws (1)

The Trimarchy is a type of prehistoric goddess. It is bound to its location in a lair or room or hovel or on a ancient artificial hill or barrow mound or fairy circle. When at home the Triarch "mother" is a wizened old crone with powers of a high level priestess, sorceress or wizard, wearing nothing but a robe and possibly holding a magical implement or familiar. She can teleport from any shadow to any other in sight or in her lair. She can only be harmed by magic or silver weapons. She causes fear in creatures 4HD or less who fail a save.

She can divide herself into three attractive daughters who may wander further than the mother from her sacred place. Daughters have the attributes mentioned in brackets.They are beautiful spell casters and visit humans and even join adventurers. They may be encountered in a group together or travelling with others instead of her sisters.

In all forms the Trimarchy has 18 CHA and readily makes friends and allies. The mother will have supernatural and magic using ones. The daughters will make many good friends. They fight better than normal humans as well as their magic powers. Each form can cast as a spell user or level equal to their HD.  The daughters have 1/3 of the mothers HP and HD.

As long as one daughter survives and returns to the lair the Mother can still reform and the daughters return to life when the mother again divides but it taken till the next full moon to restore daughters lives. Reforming the mother requires a ritual sacrifice. Mortals have restored Matrachs long forgotten performing this ritual. The sisters and the mother are very vindictive and will send attacks and enemies to their killers and will try to bring them to the mothers lair if they can kill the sisters too easily.

Killing all forms and damaging the ritual objects and lair might banish such a creature for decades or hundreds of years. They were once common and many cults have recently copied the resurrection ritual long lost ritual until recent times. Some have lost a sister to supernatural attacks and are only a pair. A sub type of sibling lovers ruled over dawn age peoples in south lands. Some old ones may have been damaged and unable to fully separate, making three hideous sisters joined like conjoined triplets and hideous but can cast spells faster than any one. Daughters unable to leave the lair and are ugly are another common variant. One set shared a eyeball or tooth between them and were hideous. These were often cursed by gods. Some more powerful types manifest mother and daughters at the same time but share HP.  Sometimes the daughters are unawhare of their relationship. Some dream about being in mothers house when absorbed into mother. They are kin to fairies, dryads and other lesser earth gods.

The daughters may breed with children but will conceal their nature from them and if the mother does not eat them. Such children often become adventurers and the mother might have to eat them to stop them killing her in the future. Some restrict their daughters love lives even laying protective curses on daughters virginity. The mother may occasionally spare a child and give them gifts or adopt them out to a human family. Some instead breed only with a preferred demi human race. Daughters may live among humans even bearing children to royal bloodlines gathering information and leverage over families over a long time. They like pretty young noble born heroes best.

Saturday, 16 March 2013

EMO DnD Classes pt 12: Tako



First major revision of my own stuff. Made to fit in better with other classes and fit same layout. They are my worlds gonzo race and namesake of the Elfmaids and Octopi (EMO rules). My artist still working, just gone back to pencil, given up on huge expensive tablet/monitor thing.

Reading white dwarf 1-100 in the rpg era was fascinating (up to issue 68). Was from a culture where everyone stole and borrowed from every system as product was scarce and White Dwarf was head of this style. Also 1-3 page dungeon design and great maps. I note some have grid outside the corridors and rooms and in the rock or walls instead interesting. Like 2000AD comics, UK style was gritty and funny and very different tone to US stuff. Oz got best of both to pick. I think i got fiend folio before MM was the art which reminded me of fighting fantasy. Actually some of my fave oldschool art in this book. As I wondered a while back - imagine Earth 2396 where TSR-GW merged. Livingston and Gygax! Found ad where man seems to be having sex with ratman from behind. Tail wrapping round his leg makes it worse. We were so innocent back then.

Health better, working more, imagination and free time not so good. My proliferation ive had for 4 months has been by being bed ridden, So my frequency will drop for a while.

I need some text editors - I'm dyslexic basically and sometimes vowel blind and differences in english english, american english, canadian english, and australian english confound me a bit. Im inclined to go with American as 75% of my readers are. So im looking for 2-3 people to proof a 36ish page doc for me. I can offer credit, and a hardcopy and several copies of pdf. Will be some other nick knacks like stickers possibly. So I need proofing for American English, clarity, brevity and making system nuetral (my monsters all self explanatory or according to wikapedia folklore entries). If it was in MERP, Palladium, GURPS, RQ and DnD its fair game. I need to finish Red Brick Dungeon Zone table book so I can get going on Gothic volume.

Send me your e-mail of interest to konsumterra at gmail dot com

Mention your blog and/or experience briefly too please
I'll send a RTF rich text format doc and basic guidelines

Currently thinking of releasing basic version of EMO rules as free pdf from this site compiling my rules and actually with spell and proficiency system so it actually all works and makes sense. Save my more bonkers and specific stuff for later.

Possible may do the kobold goblin hobgoblin bugbear sometime as classes
liking the roman kobolds as more mischievous, somewhat amusing and  constantly aroused
liking the common folk tread of hobgoblins being shape shifters

Orcs trouble me slightly but i like overlapping them with roman cyclops men who battle griffons and smith weapons for gods.
..
Tako

Octopus faerie folk of the sea


HD: 1d6
Prime Stat: Dex
WP: 3 (+1/2nd Lv)
NWP: 3 (+1/2nd Lv)
Non-WP mod: -2
Languages: 1d6 (+1/3rd Lv) S=spoken and W=written

Spells: Any
NWP: Any
Shield: Any but large
Armour: Any
Weapon: Any
Fight as: Warrior
Save as: Priest

Tako are a race of aquatic faerie land folk who compete with mermaids, sea spirit folk, fish spirits, kelp spirits, evil fish men, shark men and a whole ecology of viscous marine life. Tako are very ancient and feel spined ones are upstarts. They live pretty much like surface folk in villages, planting kelp and herding fish. Most live humble lives. Some are from noble warrior clans and act as mercenaries in the sea kingdoms. Others act as wizard apprentices or side kicks to naiads or sea hags because they love arcane secrets of any type. A few serve the gods or become criminals or adpt other persuations much like a human. They are mentally flexible and learn any skills or magic type.  Occasionally some would get drunk and go to the surface to seduce fishermens wives which has earned them a bad rep among moralists and fisher folk. Tako have been cumming to the surface since before man and some are now returning for adventure or as refugees from some tragedy in a distant Tako empire. Only live to about 40, some last 60 which is short for faerie folk so they often seek life extension or reincarnating powers. Motivates some to piety or considering afterlife more than humans. The have a spoken and written and non verbal language with colour change and body language. like to use own ink when writing libraries have a dry chamber to scribe book which is then made water proof. They dont raise children, they sort of tolerate them following and copying them and eating their scraps. Some baby tako follow a wizard or other magical creature and become servants till they surpass or out live their "parent". Some sell their impressionable infants as servants. Under 1ft only use one hand, 2 foot 2 hands, 3foot ro use 3 hands for zero level kids.

-Tako have 8 limbs, 4 are used for walking, for hands four feet,
-On males one is his reproductive organ which at lv5 can detach find a mate on its own
-These limbs regenerate if cut off and are very tasty, week to grow tip, month for whole tentacle, they continue to move for some time if cut off, grabbing anything
-All tako can use all 4 hands for a variety of actions. Could hold  4 sabres. Or two 2-H swords. Or two swords and 2 shields. Or sword, shield, throwing axe and flintlock pistol. Two Short Bows. Initialy cannot mix hands with melee misile and spells but can later
-At 3rd lv a tako can mix melee and missile attacks between hands
-At 6th lv a tako can cast with one set of two hands (with mouth if verbal components needed) and fight with other two if they save vs distraction if fighting, includes operating magic items
-At 10th they no longer need to use save to use spell and melee or missile attack
-Colour changing chameleon skin, actually can be used for non verbal language among them. Colour indicates mood in many cases. Tend to adapt to local area. good for +4 hide or camouflage if not wearing clothes or armour
-Non-verbal language is free to all tako, others may read it but not "speak" it
-All Tako have brawling proficiency - reading writing and wrestling are school subjects
-No prone position, can’t be tripped or affected by being knocked over, but can be pushed back
-Defends sides as well as front facing (only immediately behind counts against them)
-If scared squirt ink cloud once per day base range 3/Lv radius, nothing visible for 1d4 rounds, they
-1d6 less falling damage due to being squishy inside and spineless
-They move 9 on land or 12 in water – all can swim as proficient and breath water, horses hate them
-Tako cast spells and can choose a list but they progress like elves and bards starting with 4 cantrips at first level

Tako making one attack - no modifier
Tako making second attack -2 first, -4 second
Tako making third attack -2 first, -4 second, -6 third
Tako making fourth attack -2 first, -4 second, -6 third, -8 fourth

Ambidextrous NWP reduces penalty by 2
Two handed fighting style WP reduces penalty by 2

Tako have taken these skills to the next level (need two handed fighting first)

Three handed fighting style WP reduces penalty by 2 more
Four handed fighting style reduces WP penalty by 2 more

Specialist Tako Breeds
These breeds are alternate Tako Types and less seen on land

Squid Pirate
Enemies of Tako with 8 foot tentacles and only two arms that give melee attacks long reach. They dont cast spells and have 1d10 HD instead.

Amonite Sea Lord
These ancient ones have +4 armour from a shell, 1d4 HD and spell progression as a human wizard, camouflage is inferior only +2 hide

Dweller in Darkness
These can glow and become luminous at will and can see in darkness but they dislike sunlight and get -2 to fight under the sun, they have pointy teeth and a flesh cowl-cape. They are more inclined to evil having been driven mad by loneliness in the depths. Another related type is albino and dwells in caves instead

Specialist Tako Castes
These are typical careers for Tako

Name -  purpose
Weapon Proficiency WP
Non Weapon Proficiency NWP
Spell list
Languages
1d4 bonus starting goods

If you seek a weapon proficiency group for Tako use these
(2 WP slots gets package of 4 weapons in a school or group)

sea dweller
Net, Trident, Dagger, Sabre

land dweller
Long Sword, Spear, Shield, Shuriken

Scout - explorers, hunters and often loners
Shortbow, Hand Axe, Spear
Sneak, Hide, Spot
Druid or Sorceror
Tako SW, Sea S, Common S
1 - Magical canteen makes 10L yummy salt water per day
2 - 20 sea arrows, no penalty though water
3 - Conch shell horn, calls any follower or friend within a mile
4 - Returning hand axe

Serf - providers of food for the community
Trident, net, dagger on sea sicle, staff, sling on surface
Animal Lore if surface Fish lore if from sea, Plant Lore, Survival
Druid or Sorceror or  Priest
Tako SW, Sea S, Common S
1 - Magical stick makes plantings 10% better if used in planting
2 - A young zero level Tako youth follows and aids you
3 - A farm deed and title
4 - A young high quality possibly exotic food beast on a rope or in sack

Noble - Leaders of the Tako pods and kingdoms
Net, Trident, Dagger if from sea or Long Sword, Spear, Shield
Inspire, Grooming, Steward
Wizard, Priest or Sorcery
Tako SW, Sea S, Common S
1 - Crown of protection +1 (kinda flashy)
2 - Fabulous wig +1 Charisma
3 - Scepter of fish command 1d50+20 charges
4 - 6dx100 GP in a tiny locked seachest

Magician - casters of spells and seekers of arcane lore
Net, Trident, Dagger if from sea or Sickle, Dagger, Staff
Spell Lore, God Lore, Elder Lore
Any
Tako SW, Sea S, Common S
1 - +1 Dagger
2 - +1 Cloak of protection
3 - Wand 1d3 green ray 100 range 1d50+20 charges
4 - 1d6 random potions

Warlord - defenders of race and mercenaries
Net, Trident, Sabre if from sea or Long sword, Spear, Shield from land
Battle Lore, First Aid, Survival
Any
Tako SW, Sea S, Common S
1 - +1 Silver Sabre or Long Sword
2 - Chain that weighs nothing in water from silver
3 - Chameleon chain mail - lets chameleon power work as if naked, transparent armour
4 -1d6 healing potions

Templar - contemplative fighting philosophers
Sabre, Club. Shuriken
Acrobatics, Jump, Sneak
Any
Tako SW, Sea S, Common S
1 - Set of silver sabres
2 - +1 stick (club)
3 - +1 Robes of protection
4 - Manual able to teach one NWP or WP next level up (as a trainer)

Outcaste - criminal thieves, bandits and killers
Sabre, Club. Dart
Sneak, Hide, Pick Pocket
Any
Tako SW, Sea S, Common S
1 - Steel jimmybar 1Y long for busting stuff +2
2 - +1 club
3 - chest with 1d6 x 100 GP random booty
4 - Zero level young Tako apprentice

TAKO XP
+1 per 1gp spent on conspicuous status symbols like castles, statues, fancy armour and weapons, libraries, public spectacles and festivals glorifying Tako-kind
+100 for aquatic relics, pearls, sunken treasure, finding exotic aquatic places
Double for defeating aquatic enemy species

Friday, 15 March 2013

EMO DnD Classes pt 11: Halfling


Many hate halflings and i cant say I'm a huge fan myself but I owe it to the game to make a go of it. I like my halflings to be more sleazy, greedy, sinful and annoying. Mention in war hammer that they are a race made to resist mutation and chaos but didn't get their super warrior powers from the Slaan. The world of warhammer is in the eye of terror phenomena 40K wise. This is never in play and I wish it was. Resisting chaos and mutagens sounds handy. You could eat chaotic creatures. F

Please ignore my halfling description, its for the more neutral, evil or chaotic ones

Halfling 
Cheerful, hardy plucky little folk

HD: 1d8+1
Prime Stat: Dex
WP: 3 +1/2nd
NWP: 4 +1/2nd
Non-WP mod: -3
Languages: 3d4 (+1/Lv) S=spoken and W=written

Spells: None
NWP: Warrior or Rogue
Shield: Any but large
Armour: Any
Weapon: Any 1H melee weapon, any Short Bow, Dart, Shuriken, Sling, Lasso, Dagger, Blowpipe, Bolo, Boomerang, Hatchet, Light or Hand crossbow, Any Gun, staff
Fight as: Warrior
Save as: Priest

A race of diminutive harmless looking jolly demi humans. They wear colorful clothes and hats and wear pointy shoes. They have pointy ears and thick curly hair and may be clean shaven or have short beards and small mustaches. Thick curly hairs cover their bodies and feet. 3-4 foot tall with big hard leathery hairy feet. Well known for exhibiting all the deadly sins of gluttony, lust, envy, greed, sloth, pride and wrath to some degree. It’s as if the creator took all they left over bits not good enough for elves and made Halflings. While they tolerate some contempt, they might come try humiliating you with a prank or sabotage. Indulgent Halflings may eat themselves to death, choke on food and will keep eating and vomiting for days. They like pets because they clean up scraps and mess and can be eaten in an emergency. Without an hourly meal or nap they complain but actually are quite resilient. Chaotic Evil Halflings are really horrible and indulgent and bestial. Lawful ones are into manners and elaborate customs to keep peace and restrain vice. Good ones are more jolly, kind helpful and the sort of hobbits you expect. Many dwell among other races as merchants or bakers or cooks. They build burrows with the civilized ones as well appointed as any town merchant with high craftsmanship. The other sort are dirty tunnels with scraps, with a nest chamber and a food store of mostly nuts, grain and dried squirrels.  Some build burrows under human houses or barns and may aid humans who don't offend them.

-Can see in dark
-Get+4 on these NWP sneak, hide, Jump, cook, brew, eat, drink, taste poison, climb, taunt
-Get+4 resist poison or fear or magic
-Resistant to alignment change magic 100%
-Is -4 to be hit by any bigger than an ogre (8ft+)
-All proficient in brawling and throwing rocks naturally (extra WP)
-Get +1 short sword and dagger attack
-Get +1 any thrown weapon (dagger and rock common)
-Throw rock for 1d4 damage, 50+10/Lv Range no range penalties,
-Extra rock attack attacks  at 3rd, another at 6th, 9th,12,15,18
-At 6th lv you attract 1d4 Halfling followers and one more henceforth
-At 8th lv get +1 more (+5) on sneak, hide, Jump, cook, brew, eat, drink, taste poison, climb, taunt
-At 10th Lv you may build a burrow attracting 3d6 more halflings
-At 12th Lv you may build a village attracting 5d6 more halflings
-At 15th Lv you may build a great village attracting 8d6 more halflings
-At 18th Lv you may build a town attracting 20d6 more halflings

Specialist Halfling Breeds?
Tend to resemble local or original inhabitants of land, resemble any human type just short and hairy. Goods and material technology similar to humans but do trade with all races.

Specialist Halfling Trades
These traditional occupations are by natural inclination

Name - activity descrption
Secondry activity descrption
Weapon Proficiency WP
Non Weapon Proficiency NWP
1d4 bonus starting goods

Sherriff – village lawmen
 Local law enforcers in Halfling villages
Short bow, Shorts word, short spear
Sneak, Hide, Observation, Legal Lore, Interrogate
1- Bag of 20 Magic Stones – can harm magic
2- Quality Weapon +1 hit and dam
3- Trunk full of old adventurer crap from attic 1d6x100gp
4- +1 Ring of protection

Thief – urban robbers
Many Halflings become thieves in human cities
Dagger, Sling, Club
Sneak, Hide, Climb, Pick Pockets, Pick Locks
1- +1 Quality Dagger
2- Sack of 1d4 x 100gp stolen loot
3- 1d4+1 treasure maps
4- 3d6 colourful fake potions

Warrior – professional soldiers

Career Halfling mercenaries often fight for other races
Long Sword, Short Spear, Dagger
Battle Lore, Armorer, Jump, Spot, Weaponsmith
1- +1 Quality Weapon
2- Sack of 1d4 x 100gp war booty
3- A slave or loyal follower
4- 1d6 Healing potions

Sage – wannabe magicians
These experts and hedge wizards act as magicians for Halflings
Can choose a spell list but progress as bard/elf and 1d6 HD
Staff, Dagger, Dart
Scribe, Wizard Lore, Herbalist, First Aid, Taste Poison
1- +1quality Staff
2- Ring of light (cast 1 per day)
3- 1d4 old books of lore for research
4- 2d6 healing potions and 2d6 colourful fake potions

Assassin – shire special forces
When peace doesn’t work Halflings get even
Dagger, Blowpipe, Garrote
Sneak, Hide, Poison Lore, Repair, Trap Lore
1- Elven Boots +4 Sneak
2- Elven Cape +4 Hide
3- 1d6 applications of blade venom (more uses for some weapons)
4- Quality Dagger +1

Wood Warden – forest roamer
These woodsmen harvest the forest and watch for enemies
Short bow, Hatchet, Dagger
Sneak, Hide, Improvise weapons, Wood Lore, Track
1- +1 Quality Hatchet
2- 10 +1 Arrows
3- Elven Boots +4 Sneak
4- 2HD Pet Dog AC+4 1d6 bite, Track, Sneak, Hide

Mariner – fishermen and explorers

Those who gather and trade by waterways
Sabre, Net, Harpoon
Swim, Sea Lore, Boating, Rope Use, Fishing
1- +1 Quality Net
2- Wagon load of Dried Fish 1d4 x 100 Silver
3- Belt of Buoyancy, cant sink even in armour
4- 1d6 Potions of water breathing

Gambler – flamboyant cons and philanderers

Sleazy con artists who dupe fools to earn a living
Dagger, Short Sword, Hand Crossbow
Gambling, Bluff, Seduce, Carouse, Sleight of Hand
1- 1d100x1d4 Counterfeit Coins in a chest
2- Quality Dagger
3- Marked cards and crooked dice - +4 on gambling proficiency
4- 1d3 Charge Dimension Door Ring

Explorer - insatiably curious wanderers
Brave travelers serving as guides
Dagger, Shortsword, Shortbow
Scout, Mountaineering, Make Fire, Cavern Lore, Climb
1- +1 Shortbow
2- 10 +1 arrows
3- Feather fall ring
4- A pony loaded with ropes, pitons, food, lanterns, and other supplies

Chef - Epicurean sage seeking new flavours
Life of the party and gourmet
Dagger, Hand Axe, Sling
Cooking, Butchery, Herbalist, Taste Poison, Animal Handling
1- +1 Hand axe or butcher knife
2- self heating magic stewpot
3 - fabulous recipie book +2 Cook NWP
4 - magic wineskin - 4 litres or wine per day

Highwayman - Rascally roadside robbers and rebelsForest dwelling bandit

Pistol, Sabre, Dagger
Hide, Sneak, Ambush, Run Away, Gunnery
1 - +1 quality sabre
2 - Cloak of protection +1
3 - dueling pistol set of 2 with 50 lead balls and 10 silver balls and tools and powder
4 - keg of gunpowder

Feral - Wild scavenger
Painted, hairsuited scavengers of the wilderness
Short Spear, dagger, boomerang or bolo or blowpipe
Track, Sneak, Hide, Survival, Torture
1 - +1 magic short spear
2 - 1d6 magic shrooms, sense magic if eaten for 1T
3 - Collection of furs worth 1d6x100gp
4- 2HD Pet Dog AC+4 1d6 bite, Track, Sneak, Hide

Green KeeperHumble village gardeners and farmers
Humble food and medicine producers of a village
Sickle, dagger, Shortbow
Animal Handling, Plant Lore, Animal Lore, Herbalist, Carry Load
1 - +1 magic silver sickle
2 - 6lb bag of hobbit weed and a pipe
3 - Goat, pig or sheep on a rope 
4- 2HD Pet Dog AC+4 1d6 bite, Track, Guard, Listen

HALFLING XP
+1 per 1gp spent on food, comforts, home décor, luxury items, clothes, having a family, community
+100 for attending a Heroic Feast
+100 for stealing stuff with risk
+100 per proficiency success that helps victory
Double xp for foes when avenging mistreated halflings




Sunday, 10 March 2013

EMO DnD Classes pt 10: Dwarf



Have noticed my maps seem popular. Worth some hits and + on google. Noticed also oldschool rpg planet didn't include my gammaworld post so i guess its moderated and gammaworld 2nd ed isnt included. Yet bathroom renovations are cool. Just sayin - it's a great resource and im flattered to be on it. Someone else raked me top 10 blogs which is nice. Two bloggers i admired and lost names have linked me too which is great.

One of my graffiti industry peers commented im getting more hits for this than my professional art and said he wanted to play which is funny. He would be an awesome illustrator to use and did my newspaper cover in 2012. We will probably work on a comic together. Another friend started drawing fantasy cartoons and a comic so i think the Hobbit was a good influence.

Saw big debate on worst TSR things:

Buck Rogers game wasn't the worst but could have had more better more modern artwork at time to set imaginations on fire. It felt spartan but content was good.

Castle Greyhawk I still read and would like to see a fluffyquest compilation but i see why greyhawk fans outraged. A classic of gamer nerd humour. Some levels you could slip in - the zoo one best.

Indiana Jones is an attractive game but you need gm pack - very nice. I might steal ruin generator.

I dont really care about office politics but  i get impression of greedy legalistic struggles hampering products. Quantity over quality. I dont mind second edition ADnD either, but after the basic character class and historical books quality dived and never came back. Necromancer book made me walk from 2nd ed. Not scary or evil or horrible. Underworlds with mishmash gods didn't help.

My real gripe with TSR is not keeping their better systems and not supporting fans. Why did Marvel fold or become a card game? Gangbusters had several editions yet dumped - could have fused with top secret si or something - same for boot hill. Top Secret SI was an excellent system. Poor gammaworld with most versions having needless rules changed again and again. 2nd ed one of best most complete best illustrated games ever. 12th edition now - i think with some ideas in 3rd and current one stealable but wizards clearly have no plans to support this product.

Poor Star frontiers - zebulons guide has some best add ons tech wise ever - micro computers and addable program chips closest 80s game got to a modern phone and apps. But the product changed all the mechanics and promised more and failed. Heck id like to see someone resurrect TSR proton fire game that was canned months before release.

I really only liked universal table in marvel (but BRP fumble-miss-hit-special-critical is similar and id make a marvel type table up if i ran new players now). Didn't like in other games.

For me TSR art quality declined, lack of edgy content, a downturn in 2nd ed product quality after first few guides and people churning out crap for cash so fast they couldn't keep up with their own arses.

All the current character classes out there in new d20 - have they really been play tested? I can see ideas from other games leaked into DnD like skills, criticals, feats. I liked Dungeoneers Guide (but not wilderness) and everyone at the time loved Unearthed Arcana and was already playing most of it from Dragon - I wouldn't buy it again though. My Dragon 72 version of cavalier character did not approve changes and i didn't run a cavalier again. Current support increase for old school gamers is a good trend.

One product I hear maligned as worst ever is Chaosium/Avalon Hill RQ3 Monster Colosseum. I got this and left on shelf for ages till I realized Monsterbook of pregens was very handy. I kept as a core book with basic rules every game in my slipcase for 10 years. Making monster stats is the biggest reason I have not returned to BRP or RQ. HD and AC is all I need. I seemed to remember every Monster Manual basics fine and have not referenced a monster book in play last year. The re-skinned bear approach works most of the time.

EMO character classes

Halfling will be final of basic races. I may revise Tako to be clearer and compatible with the format used here. I have toyed with other races but I dont want to make races better than say an elf. I may do Gnomes as a more magical, less combat oriented creature. I have had requests for rangers, paladins, barbarians. Did have a bugbear PC a few years back in a game I allowed. I always liked animal spirits in oriental games. Talking animals or beast men a possibility too. Im in no hurry as players have lots of choice and since seeing elves less popular the eldren and other newer races makes me think too many good races is a liability.

Any way on with Dwarfs. Like gamer culture dwarves have changed alot. Were vaguely midget vikings now seem huge and as wide as they are tall wearing pot belly stoves and all have scots accents. A dwarf to me is a tough subterranean fighter, highly resistant to harm, with some exotic skills. I have to say Jim Holloway depictions of arms, armour and races are the closest to my imaginings. Newer art seems too superheroic and would suit a Marvel RPG game about demigods better. My dwarf should satisfy dwarf fanatics anyhow.

Dwarf
Subterranean warriors of the under lands

HD: 1d12 Prime Stat: Con
WP: 4 (+1/2nd Lv)
NWP: 4 (+1/2nd  Lv)
Non-WP mod: -2
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written

Spells: None
NWP: Any
Shield: Any but large
Armour: Any
Weapon:
Any one handed, Dagger, Club, Sling, Short Bow, Any Crossbow, Garrote, Shuriken, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bolo, Dirk, Blowpipe, Any gun
Fight as: Warrior
Save as: Priest

Dwarves are an ancient race and servants of the gods and among the oldest beings along with trolls and elves. The dwell deep underground mining for precious minerals and trying to restore their crumbling cities of the deep. Dwarfs wage a slowly losing war with humanoids like goblins who breed faster and will use anything as a weapon. Many dwarfs are xenophobic and well in forges and machines while others live closer to the surface and dwell beneath tree roots and interact with nature. Dwarves are simular to human warriors and are very resiliant but in long run human fighters are superior martial artists. While dwarfs have more NWP skills for crafts, esoteric knowledge and underground survival skills. Dwarf prefer WP like weapon expertise, frenzy, shield and armour use, enhanced criticals and extra attacks and HP. Dwarfs are 4 ft on average so others may attack over their heads.

-Can inflict critical hits as per weapon , can buy extra weapon proficiency slots to raise this chance (other must pay for this skill)
-Can take weapon specializations higher than other classes (+1WP=Expert +2WP=Master or +3 Specialist  of one weapon instead of one +1 Expert, one weapon max as per other classes)
-Xtra +1 attack at 6th lv then +2 at 12th etc
-lv 4 use next larger dice vs larger than human creatures
-Can see in dark
-9 base move instead of 12
-most horses hate dwarves, mules and donkeys don’t mind, dwarf pit ponies are trained to tolerate them, some use goat wagons or goat chariots
+3 any craft proficiencies like blacksmith, trap lore, lock lore, black powder and incendiaries.
+3 save vs poison or traps or subterranean hazards
-4 to be hit by any humanoids bigger than human such as ogres, trolls and giants
+1 hit and damage vs goblins, hobgoblins, bugbears, orcs or kobolds
+1 Any Axe, Crossbow or gun
Dwarfs can learn magic item crafting skills like potions and weapons but not scrolls
At 6th you attract a follower – a dwarf companion every lv from now on
At 10 you establish an underground stronghold attracting +1d6 followers

Specialist Dwarf races 
These traditional dwarfs cultures are for dwarfs who are pureblood and native to dwarf culture.

Name Alignment (other name)

Culture description
Homeland description
-
Weapon Proficiencies - most spend 2 WP slots for whole weapon group and buy weapon enhancing skills with the rest such as critical attacks, frenzy, weapon expertise, etc
NWP - Non Weapon Proficiencies
Spell lists
Languages

Bonus Exotic Items
roll 1d4

Black Dwarves LG NG LN LE NE CE (Iron Dwarfs)

Live for war and mining – dwell in mountains, underground
Angry violent parnoid and xenophobic defenders of dwarf kind
Morning Star, Battle Axe, Heavy Crossbow, Short Spear
Black Smith, Mining, Mineral Lore, Smelting
1- Cold Iron weapon can hit some magical beings
2- Quality Weapon +1 hit and dam
3- Battle Trunk full of arms and armour 1d6x100gp
4- 1d6 grenaides

Red Dwarves LG NG CG CN (Bronze Dwarfs)

Live to build and make craft – dwell in forests and hills
Cheerful workers who mix with other fey folk and animals
Short bow, Dagger, Short Sword, Hand Axe
Red Smith, Fire Making, Nature Lore, Artisan
1- Quality bronze weapon +1 hit and dam
2- Quality Tools +3 NMP of choice
3- Trunk full everyday tools equipment and junk 1d4x100gp
4- 1d6 Incendries

Silver Dwarfs LG NG NG LN CG
live to trade and deal with primitives, dwell on the roads and markets
Friendly merchants who trade what dwarfs need and travel far
Sabre, Dagger, Staff, Repeating Crossbow
Merchant, Steward, Bluff, Silver Smith
1- Silver weapon can hit some magical beings
2- Quality Weapon +1 hit and dam
3- Trunk full of sales goods for surface world 1d6x100gp
4- 1d6 Healing Potions

Gold Dwarfs
LG LN NG CG
live to rule and horde, dwell in dwarf fortresses
Rulers and judges who manage the holy ancestral forges
Battle Axe, Long Sword, Hammer, Short Spear
Trap Lore, Lock Lore, Dungeon Lore, Engineer
1- Gold magical weapon +1
2- Gold chains and rings 1d6X100gp
3- Locked trunk full of d6x100gp
4- 1d6 Detect Truth Potions

Rock Dwarfs
NG LN CN CG CE
live to find basics of life, dwell in underworld
Forgotten tunnel builders and food gatherers
Short Spear, Short Bow, Hand Axe, Mace
Survival, Improvise Weapons, Mining, Repair
1- Ancient stone weapon of +1 quality
2- 1d6 +1 Magic Rocks (throw or sling or bash, used endlessly)
3- Sack full of dwarf rations for 3 Months
4- 1d6 Running Potions x2 Speed 1 hr

Other Specialist Dwarfs
These dwarves have become more humanized by cross breeding and dwelling with humans. They dont get any extra starting loot and are used to surface folk. Most are dwarf mercenaries who remained in human lands for generations and lost contact with traditional types.

Dwarf Beserk CN CG CE
Fanatic warriors who lived to fight
Dwarf fanatics who live for violence
Battle Axe, Hand Axe, Crossbow,
Survival, Improvise Weapons, Mining, Repair

Dwarf Gunner LN LG LE

Experts with firearms and siege warfare
Dwarf mercenaries who keep secrets of gunpowder
Battle Axe, Pistol, Musket, Grenade
Siege Lore, Blackpowder, Gun Smith, Gunnery

Dwarf Scout LN CN CG NG NE CE LE
Explorers and spies who fight with stealth
Light armoured experts in subterfuge and espionage
Battle Axe, Hand Axe, Shortbow, Dagger
Sneak, Hide, Spot, Trap Lore

Dwarf Rune Priest LN, LG, LE, CN, CG, NG, NE

Holy clergy who serve as priests
1d8 HD cast spells as priest, no turning, guns forbidden, spell progress as bard/elf
Battle Axe, Mace, Crossbow, Ball and chain
God Lore, Earth Lore, Inspire, Dungeon Lore

Dwarf Dungeoneer LG LN LE NG CN CG CE
Raiders and builders of dungeon complexes
Dwarf dungeon looter
Battle Axe, Crossbow, Hand Axe, Shortsword
Stone Mason, Looting, Dungeon Lore, Climbing

DWARF XP

+1 per 1gp surrended to your clan horde, spent on weapons, mines, dwarf relics, restoring dwarf ruins, fortifications, traps, vaults, craft shops, factories, smelters, repairs, stockpile ore, building a dungeon
+50 per proficiency success that helps victory
+100 for finding hordes of gold or jewels
+100 for visiting underground Places of Beauty.
+10% XP for defeating orcs, goblinoids or giants
Double for monsters inhabiting ancient Dwarvish strongholds
No XP for water travel

Sunday, 3 March 2013

Cyborg Hunters of the Beaver King


Gamma game log


Dave Stark - exile from colony of supermen with a bolt action rifle
Amelia Airgut - goose woman aviator with las pistol and flair pistol
Rusty Dogman - nomad survivor with uzi


A few characters gathered in Beaver Dam and considered what to do. The forbidden airstrip seemed worth a visit only 4 miles down the duralloy road. So the came up to the razorwire electric fence and cut a hole. Crossing the manicured grass near an out building Amelia Airgut, lasered the door opened. The trio burst in and sealed the door while four sec bots approached with another bigger barrel shaped bot with 8 tentacles.

The dusty reception room had a service robot and a closed stationary cupboard. Inside was a mummy with a case full of ID and a type IV military contractor ID. Several offices with a suicide victim with gun, a man crushed by his massage chair and a map of the airstrip and companies controlling the airstrip. Next was a repair bay annex to roller door and lost baggage for a small rural airline. As the approached the stacks of bags, a security bot attacked proclaiming humans breaking law by being alive. A battle started and despite SMG and las fire easily stunned the party with 4 tentacles. The party were restrained while robot called for back up to interrogate party. Daves pocket laser got him free, while Rusty chewed his bonds and Amelia tried her best to use her vibro knife. They pounced and Dave just finished the bot with Amelia's dropped laser while the others were paralyzed again.

Searching the bags went for hours and when the found a portable xray scanner to speed things up. Eventually Dave had a pram load of suitcases. Amelia has a powered wheeled trolly fully laden and Rusty was on defense. They bolted for the fence and bots came out. Whith a struggle through clouds of tear gas the group broke out and fled home. Beaver land merchants were pleased and the party gained, batteries, laser pistol, gas mask, plastic armour and a grenade each. They got functional needler and teargas grenaides from the airport sec bot. Plus shiny new tracksuits and business suits of the ancients.

With a few days to recover they planned to go to the Barony of Horn past their home island on the way. Amelia recruited a blushing teen beaver named justin as a mechanic. Dave recruited two steampunk hillbillies - one a hunter named Abe the other Vern, a technician. Rusty recruited some ferals - a brown bear, a bobcat, a bitch from the local swamp.

Dave Stark - exile from colony of supermen now with laser
 -Abe the hunter with a bolt action rifle
-Vern the steam technician with a light slug pistol
Amelia Airgut - goose woman aviator with las pistol and flair pistol

-Justin Beaver the mechanic with a light slug pistol
Rusty Dogman - nomad survivor with uzi and laser

 -Bob the Bobcat with infravision, energy absorption, biter, sneaky
-Bear the brown bear 21 STR enhanced, biter, tracker
-Lola the dog woman expert scavenger and trap finder


In Amelia's balloon the party spotted a white robed man fighting a giant catfish from his teeny dingy. They pulled him up and he was a healer. On King island they landed at their old village and rested. Dave went to the Genetic Infantry bunker and they talked, the first person to have done so in decades. The party and militia set up camp at the Red Death bunker entry. They were surprised how run down the camp was with no guards. After last battle the evil gang had halved in numbers. Sneaking into the entry they saw several guards.

A crossbow holding guard called Pepsee stepped out to speak and the party lasered him down. As his comrades stepped out to return fire Dave grenaided them, driving back their croc-o-cow abomination on a chain named Glaarg. Harry a hopping rabbit man with a light semi auto kit rifle was hopping about firing his light but annoying weapon. Wendee Hotdog an ugly chamo skinned mutant woman tossed and missed with a poisoned javelin. Rusty's animal pals swarmed Wendee, while the rest gunned down Harry. Rusty's pets ate well. Creeping into the bunker deeps they began opening long sealed chambers with Amelia's force knife. The found a supply lab with a good stash of energy cells and parts. An AI room they sealed and left. A android vat and brain borg android controller. Amelia dialed up a brain android and resealed the room for a months time when ready. Found a shooting range with training bot that would reload their slug throwers and would lend them light slug guns for practice.   Ignored the biolab and the music room and opened up a vault of 750 frozen ancients. Resealed and moved on. Finally they crept through the hydro lab and garden into the leaders chambers from the rear. Amelia sneaked off and went a different way with plucky Justin.

Abe snuck ahead with a dagger and silent needler and stabbed an abomination with a silent kill stab. He tried the next sleeper while the gang of killers ate, and stabbed cyborg plasteeel and duraloy instead of yielding flesh. The cyborg awoke and screamed. Kolkut, a bullet headed grey mutant in riotgear and bat stepped into the sleepers room and Jack caught his eye. Amelia threw a grenaide right next to the main bandit leaders killing the metal clawed doctor and the mutant seer Scar as well as injured the rest. Dave and rusty hosed Kolkut with 9mm and lasers till he exploded. Kazra behind him returned laser fire. Khan Redhand with a Forceblade attacked Amelia and his wife with a chainsword went for Justin.  Falco a wounded bird head ran out the bunker to be killed by musket fire outside from the militia. Abe kept wrestling the cyborg who wasted more laser fire ineffectively. Amelia zapped the Khan and injured him enough to think twice and made him run. His wife went after him. Kazra fled too while a dog pile of followers trapped the cyborg and tore off his arm.

The bandits surviving fled outside and the khan went down in a volley of muskets. His angry wife was gunned down by Rusty's SMG and only Kazra escaped to possibly be rounded up later. Villagers happy that now only undead here a problem and the healer offers to revive the sleepers. They found the bandits had been eating from frozen animals and seed stock in the base cryovault. Villagers extracted the plans and home base for the legion of Gold from the cyborg. With some new grenades and weapons the gang wave goodby and flew to the Barony of Horn near Chi-Cargo deathlands. Met other members of the beaver special branch (rest of the party) in court. The Barron knighted the party and accepted their atomic cell as a gift towards loaning a them an aircar (for a moon mission for king beaver).

Combat went much faster. No original characters left. Followers big fun. Will run one more at bookshop and some extra missions at fortnightly home game. Two players absent. Good to use gang I designed 4 months ago. Free baked goods regular.

Next session - Legion of Gold and a trip to space

If i feel like it could take party to Oz on return.

Saturday, 26 January 2013

EMO DnD Classes pt 9: Elf

Saw some stats with elves dropping off as not so popular compared to newer races in recent DnD. If everybody is doin the new thing instead of the classic then you've broken the game. Eldren or eldar or even spirit folk all fine as elves to me. Mine are based on the BX elf with choices for spell type. In ADnD terms all my elves are like fighter-spell casters. Makes elves very feared for spell and fighting abilities but they dont really have HP to back it up. Elves peak early and dont do so well at higher levels but have no restrictions on how high they go like original BX.

Considering a few things to make dwarves combat monsters. Halflings have never been my forte but ill make them tough fighter-theives.


Elf
Fey folk warriors of mist haunted elf-lands

HD: 1d6+1 Prime Stat: Int
WP: 2 (+1/2nd Lv)
NWP: 6 (+1/2nd Lv)
No-WP mod: -3
Languages: 3d4 (+1/ lv) S=spoken and W=written

Spells: Choose as priest or druid or wizard or sorcerer magic systems
NWP: Warrior and Wizard
Shield: Any
Armour: Any
Weapon: Any Bow, Spear or Sword, Staff,  Dagger, Bolo, Javelin, Sabre, Whip, Shuriken, Rock, any Halberd, pole arm, dart (Some types use other weapons)
Fight as: Warrior
Save as: Wizard

The Elvish or Eldren race were servants of the gods at the dawn time. Some served the gods in the celestial city before the fall, others served the natural cycles, spawning countless fey races (undines, dryads, goblinoids) and become part of the living world. Elves hail from many cosms yet are kin. Native earthborn elves cannot be bound or banished by spells and are tolerant of steel. Different elves chose different paths but their race was heavily depleted by evil rituals turning them into orcs. Servants of the elder races made the spell to punish elves for causing the fall of the elder age. They fear depleting themselves so are increasingly rare. Elves when imprisoned or enslaved
deteriorate faster than humans. Elf body parts and blood are good for spell casting. They tend to be aloof and superior, believing all other races to be inferior and out to abuse them or too young to know better.
-Cast spells as a Wizard, Sorcerer, Druid or Priest (pick one)
-Wizards and Sorcery magicians  start with 4 cantrips and get one more spell per lv
-Get Int bonus on spells, can cast bonus 1st lv spell at 1st lv
-Can cast spells wearing armour and holding swords and shields
-Infravision 120 feet
+4 spot and listen
+2 Sneak, Hide, Track, resist Charm, Sleep or Paralysis
+1 hit and damage any bow or blade – may use these with use focus instead of dagger and staff as normal magicians (only 1 slot in specialization max per weapon but can learn choice of Sword or Bow, can learn critical hits too but start with none like most classes)
- 6th you attract a follower – a mount, elf companion or pet creature +1 every lv from now on
- 8th +1 attack per melee round on bow or blade
- 10th you establish a natural stronghold in a place of great beauty attracting +1d6 followers
- 20th you are expected to build a new colony of elves and can build a sacred gate between worlds, you are now an elder and also can cast commune once per week

Earthborn or otherworlder?
Earthborn have none of these problems or gains.

Otherworld born elves cannot use mortal Iron or Steel weapons or amour.
All starting amour and weapons made from elf metal. 
Take +1 damage from weapons made from iron or mortal world iron or steel weapons and take 1pt per hour from iron of steel armour.
They can be banished, commanded or bargained as per otherworld beings and have true names.

Gain an additional 1st spell slot or 4 x 0 lv cantrip spell slots (choose once) at first lv and a book of 1d4+1 extra spells if a wizard.
May find and enter gate to home faerie land monthly on full moon (may return same night). Get get one roll here to start:
 

Receive Otherworldly Gift d20
1 - Cloak +4 Hide and Boots +4 Sneak
2 - Living Bow – grows one +1 arrow per day (only last a day)
3 - Silver sword +1
4 - Chain +5 – can cast spells or sneak in without penalty, ½ weight
5 - Rations satchel – carries one year of food preserved for 2lb bag, lasts for 10 years
6 - Healing satchel – 20 x 1d4 healing charges, only one use per day per person
7 - Silver Bow +1
8 - Elf coracle - 4 man boat folds to pocket size
9 - Horn - calls an otherworldly elf to your aid once per month of equal Lv
10 - Silver dagger +1
11 - Silver helm +1 saving throws
12 - Silver 2-h sword or polearm
13 - Sea Plate - full or half plate can swim in
14 - Instrument that plays self
15 - Horn calls otherworldly elven horse one day a month

16 - Horn calls 2HD elf hound from other world one day a month
17 - Feast cloth - creates a delicious feast for 4 once per week
18 - Suit of fine elf clothes, resistant to filth, repairs self over night
19 - Cantrip wand 1d100 charges
20 - roll twice - if roll this again then pick reaming items


Specialist Elf races

Name Alignment (other name)
Culture description
Homeland description

WP - Weapon Proficiencies - can spend 2 WP slots for elf type weapon group
NWP - Non Weapon Proficiencies
Spell lists
Languages

Bonus Exotic Items 1d4



Forest Elf NG (Green Elves)
These are the most common earth born elves, allies of nature
Dwell in tree forts and forest cities
Long Sword, Long bow, Dagger, Short Spear
Sneak, Hide, Survival, Track
Druid or Sorcery Spells
 Elvish SW, Common SW, Ancient S, Goblin S
1- Ranger house: Bonus Track NWP
2- Hunter house: 1doz+1 Arrows
3- Houndmasters house: Loyal Pet Elf Hound 1
+1 HD, AC +4 Track, Sneak, Hide
4- Falconmasters house: Loyal Pet Falcon

Wild Elf CG CN (Copper Elves)

These are savage elves living in harshest regions like mountains, deserts and ice flows
These elves live in pueblo style stacked buildings or are nomadic
Long Spear, Short Bow, Sabre, Dagger
Carousing, Hunting, Nature Lore, Spot
Druid Spells
 Elvish SW, Common S, Ancient S, Elder S, Wild Man S
1- Gatherer house: Forage
2- Hunter house: Survival
3- Loyal Pet Wolf
2HD AC +4 Track
4- +1 Ancestral Club
 

Celestial Elf LG LN BN (Light Elves)
These elves work in the celestial city aiding the gods in the celestial bureaucracy
They live in beautiful built towers of glass, stone and wood
Long Sword, Long bow, Dagger, Shortsword
Astrology Lore, Navigation Lore, scribe, Spot
Wizard, Sorcery or Priest Spells
Elvish SW, Common SW, Lawful SW
1- Celestial scribe: 1d3 Magic Scrolls
2- Celestial Soldier: Silver Sword, flashes 20ft of evil
3- Loyal Pet Owl or Ibis 1d4+1 HD AC 4 Spot, Hunting, Scout
4- Navigator House: Star chart or pocket astrolabe

Moon Elf - Any Alignment (Silver Elves)
These nocturnal elves live on the moon but some fall to earth, their ladies ride unicorns
They dwell in white towers with good views of the moon
Battle Axe, Long sword, Shortbow, Dagger
Sneak, Hide, Navigation Lore, Rope Use
Wizard, Sorcery or Priest Spells
Elvish SW, Common SW, Elder S, Goblin S
1- Luna Gatherer: 1d3 Magic Mushroom Potions
2- Lunar Soldier: Silver Sword, flashes

20ft of evil
 3- Loyal Pet Owl friend 1d4+1 HD AC 4 Spot, Hunting, Scout
4- Unicorn House: 6+2d6 refined unicorn dung pellets 1d4 healing

Night Elf Any - non Good alignment (Dark Elves)
They serve the darkness and lurk in hidden forests and in the roots trees deep in the underworld
They live in black tree forts or decadent underland cavern cities
Long sword, short bow, dagger, dart
Sneak, Hide, Listen, Climb
Any spell list
Elvish SW, Common SW, Elder SW
1- Underland explorer: elven rope, stretches from 20-100 F
2- Underland Assasin: Silent black blade
3- Bat Friend 1d4+1 HD AC 4 Spot, Listen, Scout
4- Navigator House: Coded cavern charts

Sea Elf – Any Alignment (Jade Elves)
They dwell under water controlling the undersea world for the sea gods
They live in underwater towers and caverns and hidden coastal villages
Sabre, short bow, trident, net
Swim, Hold Breath, Boating, Map Lore
Any spell list
Elvish SW, Common SW, Elder SW
1- Sea: 1d3 Magic Scrolls
2- Oceans Soldier: Returning Silver Trident
3- Octopi Friend: Loyal Tako retainer Lv1
4- Navigator House: Star chart or pocket astrolabe

Sun Elf  - LG LN NG (Gold Elves)
They dwell in the court of the sun but come to earth to kill evil
Usually build fortified towers in view of the sun
Long Sword, Long bow, Dagger, Short Spear
Fire Making, Hunting, etiquette, Spot
Wizard, Sorcery or Priest Spells
Elvish SW, Common SW, Ancient SW
1- Suns scribe: 1d3 Magic Scrolls
2- Suns Soldier: Silver Spear, flashes near evil
3- Hawk Fiend: Loyal Pet Falcon 1d4+1 HD AC 4 Spot, Hunting, Scout
4- Permanent Light spell ring with hood to block light at will

Cave Elf – Any but good alignment (Ghost Elves)
Albino violet tinted skin and white eyed elves toil in the underworld and deepest caverns
Live in glum stone towers and cities in giant caverns
Sabre, short bow, short sword, crossbow pistol
Survival, Caving Lore, Climbing, Listen
Any spell list Spells
Elvish SW, Common SW, Elder SW
1- Cave Creeper: Mountaineering NWP
2- Permanent Light spell ring with hood to hide light
3- Reptile Friend: Loyal Pet Lizard 1+1 HD 1d8 bite AC 4 Track, Hunting, Scout
4- Mushroom Keeper: 1d3 Magic Mushroom Potions

Arcane Elf - Any alignment (Chromatic Elves)
These Eldren devote their lives to contemplation of magic, philosophy and pleasure
They dwell in ancient hidden depopulated citadels which resemble worn down rock formations
Long Sword, Long bow, Dagger, Short Spear
Elder Lore, Sense Magic, Spot, Plane Lore
Sorcerer or Wizard Spells
Elvish SW, Common SW, Elder SW
1- Arcane scribe: 1d3 Magic Scrolls
2- Arcane Soldier: Silver Spear, flashes
20ft of evil
3- Magical Prosthesis: Hand (hit +1 magic monsters), eye +2 vs Illusions, Leg +1Mv
4- Amulet +1 on a one stat but cursed if used by non elf

Dragon Elves - Any alignment (Obsidian Elves)
These elves worship other planar beings and call monster to do their bidding – famed as dragon riders
Dwell in baroque sinister towers filled with decadent luxury and forbidden pleasure
Long Sword, Composite bow, Dagger, Short Spear
Elder Lore, Dragon Lore, Poison Lore, Demon Lore
Priest, Sorcerer or Wizard Spells
1- Demon Scribe: 1d3 Magic Scrolls
2- Elemental Blade: +1d4 fire (6 rounds per day)
3- Demon Blade: Magic blade, damns slain souls to hell and moans hungrily
4- Drug Visions: Has prophetic dream before each adventure of a location peril


ELF XP
+1 per 1gp spent on jewels, art, clothes, esoteric lore, poems, entertainment, planting forests, exploring, great monuments,  books, instruments, magical weapons or implements, creating great garden, giant tree fort or house, feasting, hunting, breeding magical beasts, build faerie dancing circles and other structures to facilitate interworld travel
+50/lv casting spells to help victory
+50 per proficiency success that helps
+100 for visiting places of beauty or learning songs and tales.
Double XP for fighting other elves or orcs

Friday, 25 January 2013

EMO DnD Classes pt 8: Bard


Back on character classes.

Pre-Humans:
Elves, Dwarves, Halflings and Tako (tako done but might be revamped to be compatible with current thoughts - i also saw cool other versions of octopus pcs on 2 other blogs).


Even though Id rather not have Paladins and my alignment system or rangers I should probably do them anyway just because people like them. Even my most evil player thought so. Not a fan of barbarian did consider berserkers. Names like rune-master and beast master evoke a lot to me too.

Also Psion but might just do as a alternate spell list for shaman. Also considered whole gonzo sf class list (psion, explorer,  expert, mutant, robot). A psion has a spell list stripped from others and perhaps new ones if Im bothered but will avoid duplication with new spells. But in some ways the Shaman will be similar with fetch and astral powers being compatible with psion way of seeing things. But shamen could do some strange things psions wouldn't. Joe Campbell once described yogic and meditation practices as civilized shamanism - taught en mass rather than with tribal variations.  But more to chew on.

Tertiary Classes: Paladin, Ranger, Assassin, Shaman (these would all be kinda masterclasses)

If I kept going more Id do some monster non humans 1: Goblinoids (kobold, goblin, hob goblin, bugbears).

non humans 2: Created (Orc, Mutants, Shape Shifters, Ghouls - not really thought this one out - could do Githyanki) not sure here giants and gnomes possible too. I once considered a race of imortal gender shifters like orlando. Shape shifters?

Animal folk:  Beast peoples including lizard men, goat men, reptilians, gnolls, etc. Intelligent animals like Narnia,  or were beast or animal and nature spirits like original oriental adventures. Nature spirit folk.

Too many classes are a bit silly and why I started own system was to simplify (sigh) but might make some options fun for one off characters occasionally or allow system to do SF too. Many might read some species as alternate fighters some as spell casters. Githyanki could be like elves but have psion spells.

But for now back to Basics. Bards in 1st ed were kinda unfeasible and second ed probably my favorite. I would consider some divergent powers for them but leave as this for now. I need to play test this a bit too.

For the record spell progression for my bards and elves start them with 4 cantrips only at 1st lv, always a bit behind other classes. Spell bonus from Charisma might let you cast a 1st lv spell at 1st level. Only get one new spell per level. Will put in these charts with spells later. Some bardish NWP might be needed.

Bard

Legend making performers and jacks of all trades  

HD: 1d6 Prime Stat: Cha
WP: 2 (+1/2nd Lv)
NWP: 6 (+1/ Lv) 

No-WP mod: -3
Languages: 4d4 (+1/ lv) S=spoken and W=written

Spells: Choose as priest or druid or wizard or sorcerer magic systems
NWP: Any
Shield: Buckler or small (usually hand free for instrument or torch)
Armour: Light
Weapon: Any Sword, Dagger, Club, Sling, Short Bow, any Crossbow, any Gun, Garrote, Shuriken, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bolo, Dirk, Blowpipe, Chain, Rock, Staff,  Short Spear, Javelin, Dart, Warhammer, Hammer, Mace
Fight as: Priest

Save as: Priest

Bards are entertainers, teachers, wanderers and scholars who study many skills from many schools. Not experts at any ability they are modest fighters, secondary spell casters,  practice a wide range of skills and have additional powers based on performance. Not quite as good as a rogue without special combat abilities but bards develop faster at martial skills faster than some classes. They may select a magic spell caster style from priest or druid or wizard or sorcerer magic systems. Different cultures have different styles of bards with different magic. Bard may study magic under a practitioner of the same system of magic such as a Bard with Druidic spells could study under a Druid for new spells levels or skills. A bard may wish to be able to learn as a wizard and use their books or dont bother  and be a practitioner of sorcerery instead. A pious bard could be a ritual musician or singer from a great cathedral complex or monastery. Bards get the most languages of any class. Their singing powers grow as they raise level and if performing may improve party members abilities. As the bard grows he may open his own school and network of bards.

- Bards get +4 on any instrument NWP, +2 on any based on charisma or performance. If total NWP  score 20 the bard doesn't have to roll unless they wish to try superior rolls.
- Bards often gain superior usage from sound based magic items and magical instruments. Minimum effectiveness = levelx10%. At 15th lv becomes 150% effective minimum.
- May choose once from druid, priest, wizardry or sorcery magic systems
- Bards use spell table for elves and bards for numbers of spells
- Wizard and sorcerer types get 4 cantrips to start and a new spell each level
-A bard gets a student 1st lv bard at 6th, local fame
-7th lv a bard gets 1d4 HD of followers from random class or pets, and again every level now on
-10th when he is able to have his own bardic school or theatre and attracts 2d4 students 
-15th national fame 
-18th can establish a college or stadium with 6d4 student bards from many lands
-20th is performer of international and otherworldly fame


Spellsong
By concentrating on a performance and not fighting, allies in an increasing circle of influence gain bonuses. To start song effect must make a skill roll (dont bother if skill 20 or better). Affects a 10ft circle per level. One song per level per day. Lasts one round per level. Must specify song ability used each use for abilities gained as of 4th level - cant change song without starting a new one. Can move 1/2 speed max. Can talk to others if part of performance - sing monsters weakness for example. Silence spell will disrupt. Must be based on a performance based skill like play instrument or sing or poetry. If hit must resist with a Wis save or song ruined and stops. The songs of a bard may disrupt the song or performances, screams or howls of magical beings like banshee, sirens or undead or other bards of less HD than the bard has Lv. Eg 5th lv bard song effects abilities from 4HD or 4th lv .
1st +1 vs fear, morale, reaction rolls
2nd +1 to hit or skill
3rd +1 all saving throws
4th +1 damage (effectively +1 in fear, morale, reaction, hit, skill, saves or damage rolls)
5th Hypnosis - up to 1 HD per lv creatures stare stupidly if fail save
6th Fear - up to 1 HD per lv creatures flee stupidly if fail save, might use just for drama
7th Suggestion - up to 1 HD per lv creatures become obedient if fail save (dance, sleep, smile)
8th +2 all fear, morale, reaction, hit, skill, saves or damage rolls
9th Create legendary work once per month, popular may insult local leaders or enemies
10th Mass Charm - up to one person or creature charmed for duration per level
15th Lampoon - Up to level in Foes make Wis check or lose 1d4 Cha for a month
20th Gate - may gate in outer plane being by name once per month

Specialist Bardic Schools

Name - brief description
Cultural role
WP - Weapon Proficiencies
NWP - Non Weapon Proficiencies
Spell list
Languages

Imperial Troubadour – courtly romantic
Courtly entertainers of empire
Long Sword, Crossbow
Etiquette, Grooming, Sing, Seduce, Gossip, Play Lute, Song Lore
Wizard, Sorcerer or Priest
Empire SW, Common SW, Ancient SW, Elder W, Elvish W

Barbarian Skald – Heroic companion
Holy teachers of barbarian tribes
Hand Axe, Dagger
Drive Chariot or Ride Horse, Balance, Juggling, Tumbling, Chant, Play Bagpipes or harp or horn
Priest, Sorcerer or Bard
Old S, Common S, Druidic S, WildmanS, Northman S, Halfling, Dwarf, Elvish

Old Way Bard – Druidic song singers
Druidic students who become sacred speakers of tribes
Sabre, Dart
Memorize, Plant Lore, Animal Lore, Astrology Lore, Poetry, Harp
Sorcerer or Druid
Old S, Common S, Druidic SW, Wildman S, Northman S, Finch S, Frog S

Savage War Chanter – Tribal holy man
Fanatic chanter who guides the hunters
Short Spear, Hand Axe
Improvise Weapon, Survival, Track, Herbalist, First Aid, Play Trumpet or bagpipes or drums
Sorcerer or Druid
Old S, Common S, Druidic S, Wildman S, Northman S, Swine S, Horse S, Dog S

Zealous Demagogue – Urban agitator and power monger
Rabble rouser and trouble maker
Dagger, Light Crossbow
Orate, Observe, Kingdom Lore, Local Lore, Gossip, Taunt
Sorcerer or priest
Empire S, Common SW, Old S, Eastern S, Northman S,  Horde S

Appealing Courtesan – Mistress of men
Hired companion of men in power
Dagger, Brawling
Bluff, Seduce, Carousing, Story Telling, Dance, Sing
Sorcerer or Wizard or Priest or Druid
Empire S, Common S W, Horde S, Northmen S, Sea Tongue S, Desert Speech S

Wandering Minstrel – Traveling Court Singer
Traveler of the knightly kingdoms from court to court
Dagger, Club
Play Instrument, Sing, Espionage, Sneak, Hide, Listen
Sorcerer or Wizard
Empire S, Common SW, Old S, Eastern S, Northman S,  Horde S

Lonesome Shepherd - Herder of Beasts
Youths who guard flocks alone may become talented
Sling, Staff
Play flute or lyre or harp or panpipes, Animal Lore, Animal Mimic, Animal Husbandry, Animal Handling, First Aid
Druid or Sorceror
Empire S, Common S, Old S, Dog S,  Horde S, one her animal

Wailing Women - Chorus of professional mourners
Screaming women who haunt graves sites and funerals
Sabre, Sickle
Intimidate, Gossip, Inspire, Taunt, Chant, Sing
Sorcerer or Wizard or Priest or Druid
Empire S, Common SW, Old S, Eastern S, Northman S,  Horde S

Songsmith - Musical smiths
Craftsmen who make relics fit for the great
Any sword, hammer
Jewelry, Engrave, Sing, Weapon Smith, Blacksmith (or red/silver/gold), Endurance
Sorcerer or Wizard or Priest or Druid
Old S, Common S, Druidic S, WildmanS, Northman S, Halfling, Dwarf, Elvish

Dervish - dancing acrobatic mystics
Dedicated mystics who reach ecstatic states through dance
Dagger, Sabre
Dance, Acrobatics, Tumbling, Run away, Jumping, Chant
Any
Old S, Common S, Nomad S, Wildman S, Desert S, Snake S, Horse S, Dog S

Harlequin - comedic travelling clowns
Rustic and urban piebald clowns for the common folk
Brawling, Club
Dance, Tumbling, Juggling, Stilt walking, Taunt, Poetry
Sorcery
Old S, Common S, Empire S, Wildman S, Underland S, Magpie S,  Rat S, Cat S

BARD XP
+1 per 1gp spent on scrolls, books, carousing, finding inspiration, performances, costumes, maintaining a troupe of performers, magical jewels, clothes, instruments, parties, composing great works, printing poems
+50/lv casting spells to help victory
+100 per proficiency success that helps victory
+100 for making epic performance
Double for outperforming or dueling other bards

Wednesday, 16 January 2013

Hey Hey We're the Mongols!

This is edited text from my Mongol Contest (http://swkhakhan.blogspot.com.au/) entry 1 hr before deadline I was in bed with fever sick as a dog. I contacted contest host via comments etc and didn't get a response at time and contest was called off that hour before deadline. I'm sorry and feel bad about not getting in but enjoyed it and finally understood Mongol-Turk-Estonian links of language and shamanism despite the huge gulf in time separating them (my Dad Estonian and Grandpa spent 18 years in a gulag - moms mom was Welsh and welsh descended South Australian tradesmen and mining colonists). I posted my un-proofed layout tests on my Flickr earlier but here are the proofed text in my mongrel UK-USA English they call Australian + a bit of my dyslexia.

The layout were an experiment on minimalism vs over design but these silhouettes were pretty sweet. http://www.flickr.com/photos/konsumterra/8174639618/in/set-72157631656547261 or http://www.flickr.com/photos/konsumterra/8174295159/in/set-72157631656547261/ or http://www.flickr.com/photos/konsumterra/8174298689/in/set-72157631656547261/


I basically
stopped when contest over and couldn't get my editor.
Anyhow I'll knock up a table and silhouettes on anything historical by request and have huge library of copyright free clip images.  Like researching history and willing to try other stuff on request. Layout experiments were useful but not finished.


Mongol philosophy impressed me. SBS tv over xmas showed heap of nomad herder films from kazarstan to the Bering sea peninsula.


Could use for barbarian nomads elsewhere.


Stupas for Mongol Heroes

"All people are weak and therefore shortcomings should be tolerated"


Built by monks, usually to entomb an abbot or holy man or relics. They are scattered across the steppes and some are extremely ancient. Older ones roughly beehive or bell shaped mounds. Some wear down into unrecognizable shapes and may have trees growing in them. Some have open shrines inside others are sealed. with sealed door. More recent ones are more geometric and decorated signify the elements. Inside will be paintings, mummified abbot, gold statues, holy trinkets, ritual paraphernalia and scriptures. Possibly even magic. Size and
numbers may vary from a single small one only a meter high to hundreds of small ones. Some are huge complexes with a giant stupa surrounded by many small ones.

It is bad form to rob but relics might be moved for protection and monks will be grateful if given to them. Even traditional shaman dont normally approve of grave robbing even though they dont always get along with monks. You could apply these to a cave or sanctuary or a shrine carved into a cliff for variety. Some are repaired by wandering monks or locals. Others have been abandoned for a thousand years. Better maintained ones are cared for and are also meeting places and crossroads.

Many spirits dwelling near stupas assume living form and some take time to reform a new body if killed. They appear superficially human but with clues in ornaments, odd habits and other features. Basically like a typical adventurer with class and levels. They may have other forms.

Shaman traditionalist and monks compete. They ebb and flow in social power but this has been happening for a long time and they often accommodate each other or elements of both exist together.

d8 condition
1 Almost rubble - 20% sealed
2 Partially collapsed - 30% sealed
3 overgrown crude mound - 40% sealed
4 overgrown grassy mound - 50% sealed
5 crumbled ornaments - 60% sealed
6 highly ornamented, bare stone - 70% sealed
7 highly ornamented, paint intact - 80% sealed
8 highly ornamented, paint intact, flags and
   banners intact - 90% sealed

d6 encounter type
1 Shaman
2 Maiden
3 Man
4 Haunted
5 Beast
6 Other

d10 Shaman

1 Wise shaman dispenses healing
2 Wise shaman dispenses divination
3 Drunken shaman wallowing in sadness over clans death
4 Is actually a spirit testing heroes virtue, may bestow gift to worthy
5 Composing a work of history or poetry or philosophy in Orkhon script
6 Trying to contact spirits, angered by disturbance but can be reasoned with
7 Is actually evil spirit will befriend but will attack by night
8 Wise woman collecting pebbles for ceremony might share meager meal
9 In animal form will tail party for a while
10 Is collecting herbs - might provide useful information if treated well

d10 Maiden - often armed with bow
1 Runaway girl avoiding family obligations - she begs for mercy
2 Lost maiden separated during attack has been living here seeks help
3  Escaped slave girl well mannered and skillful, her owners want her
4 Has come here to prey for good luck, her kin will be pleased if she is treated well
5 Disguised as a boy warrior offers to join party, oddly will not wrestle shirtless
6  Actually an appealing spirit, will turn to skeleton after consummates marriage
7  Wounded or poisoned and abandoned by kin - she will be loyal to any who help her
8 Is actually a wolf spirit seeking worthy mate, will vanish after complete
9 Is a Nun here on a pilgrimage compelled by dream, grumpy but helpful
10 Is actually a curious animal spirit - is clueless of custom and polite conduct

d10 Man

1 Suicidal with despair - attacks to the death
2 Friendly at first but berserk when discovers name of heroes clan
3 Cowardly desperate bandit will fire poison arrows from hiding
4 Lost shepherd boy with naughty yak or sheep, offers milk for help
5 Shepherd with animals stopping to eat, keen to gossip with heroes
6 Shepherd boy with sheep, wants to join party and run away from duty
7 Wolf spirit in human form challenges to wrestling match
8 Bandit will offer hospitality, at night his comrades return and attack
9 Monk on pilgrimage - will offer advice or medical treatment
10 Monk is actually a spirit guarding the holy place, friendly to respectful

d10 Haunted
More active at night - possibly hiding or benign looking by day
1 Angry spirit will posses intruder and perform crazed shameful acts till exorcised
2 Spirit will appear and ask heroes for completion of task it left unfinished in life
3 Hideous old crone asks for meat and strong drink - she is a hag and will be angered if denied
4 Angry air elemental protects this stupa from harm, likes to make huge dust clouds
5 Evil wolf spirit turns from angry old man to a diseased Dire wolf
6 A tempting pony is actually a demon in disguise who enjoys heroic flesh
7 An angry spirit calls a storm and calls lightning on the party till they flee the stupa
8 Spirit appears as evil monk sorcerer and tries to kill heroes, may leave magic treasure
9 What seems like a monk is surprised performing unspeakable act - is a vampire
10 Shadows from fallen heroes arise at night to feed on living

d10 Beast

1 Lost herd animal is friendly and follows party (1 in 6 has a pack of goods)
2 Injured horse if treated will be extraordinary loyal and protective of new master
3 A pack of hungry wolves lair here and have dug into stupa, sealing it earns merit
4 An attractive wild mare drives heroes stallions lust crazy and out of control
5 Snakes crawl everywhere and a giant intelligent spell casting snake dwells inside
6 A spirit deer tries to lure heroes away, if ignored it will become human and talk
7 A giant elemental frog lurks here:  knows some wood, metal, fire, water or sand spells
8 Magnificent thirsty black horse from the herd of the underworld Khan - he will want it back
9 Vultures roosting at stupa follow heroes for 1d4 days, attract more trouble
10 Mischievous hare spirits leave out tasty food and drink, then steal shiny things when heroes rest

d10 Other

1 Local traders have gathered to deal exotic wares, visitors welcome
2 Monks and/or locals repairing stupa - will point out a ruined haunted one elsewhere
3 Locals performing ceremony - one will try to drive heroes off with harsh words
4 Wounded person on tired horse needs urgent treatment
5 Bandits dwell here and attack party on sight
6 Lost foreigner totally out of place here is starving
7 A war band meet here to sacrifice a horse for victory in battle - may invite heroes to join them
8 Red hawk flies overhead - a great omen +1 hit damage next battle from smiling war spirit
9 Locals enjoying a humble peasant feast to celebrate a marriage, heroes are welcome
10 Remains of slaughtered locals - surviving kin will be grateful if reported or avenged

I have kept this from a horse warrior oriented view and assumed there is room in your fantasy steppes to include some monastic culture.  Your game could use your favorite versions of monks or even wizards.

Every Day Life
"A man may be Buddhist, Christian or Muslim, but only Tengri knows the righteous"

roll 1d4 for which sub table to apply

(1)1d12 Animals
1 agressive dog attack
2 vermin in your pack - rats!
3 vermin on you - lice!
4 milking blocks your passage
5 quality animal born
6 a herd beast dislikes you
7 last tasty rat had the plague
8 one of your beast sick
9 bad animal omen -2 next roll
10 good animal omen +2 next roll
11 animal escapes - track to find
12 animal causes legal conflict

(2)1d12 Daily Activity
1 game of polo with live lamb or goat
2 dog fight
3 horse race
4 archery contest
5 wrestling contest
6 celebrate birth, wedding or festival
7 public mourning over sad news
8 invited to drink fermented mares’ milk
9 prisoner in wooden box begs for food
10 fire - everybody helps
11 execution
12 animal fatality = impromptu feast!

(3)1d12 Fancy Goods
1 fabulous horse for sale
2 fabulous dog for sale
3 exotic slave for sale
4 quality bow or arrows for sale
5 lovely camel or yak for sale
6 quality sabre
7 quality shield
8 quality armour
9 quality strong drink
10 finest furs for a lady
11 delicious ground rat on a stick
12 quality lance

(4)1d12 Petty Troubles

1 divorced or widow woman interested
2 you offend custom by accident
3 shaman or monk give unwanted advice
4 poor kin come to you for support
5 women fight over you
6 feud over a contest results
7 crying baby needs butter!
8 tribal leaders want you to speak
9 jealous man tries to kill you
10 bad person slanders your honour
11 hunt called for local foe
12 family want you to meet their child

These are male oriented but mongol women would be able to ride and shoot well. Wrestling contests must be shirtless since games uncovered a female in disguise who beat everyone. So a woman in disguise could be a good background or a independent widow with wealth from hubbies war booty.