Showing posts with label WP. Show all posts
Showing posts with label WP. Show all posts

Monday, 19 March 2018

The old Character Design Game










This is a bunch current thoughts on my system rewrite.
Will do in basic steps bits at a time like basic 4 classes and character stuff first
then add extra classes in various comps and source books and combine all together when at least half done. Nothing in stone yet.

Classes and Prime Requisites

Assign stats as you please but consider
-your best stat in your class prerequisite gives you extra abilities
-your class prerequesite stat is equal to the highest level you can gain or 20 max
-you can change your class once per +1 INT bonus you can have

You can roll again till your bonuses reach +5 or better in total 

Prerequisite Stats & Bonus Benefits
Basic Four Classes 
Cleric WIS bonus divine pells d8HD Medium armour
Fighter STR bonus WP +1 Unarmed +2 Critical Hit +3 Cleave d10HD Any Armour
Thief DEX bonus NWP +1 Sneak +2 Street Wise +3 Acrobatics d8HD Light Armour
Wizard INT bonus arcane spells
d d4HD No Armour
Basic Four Races (Mysterious Demi Humans)Dwarf CON +1 Engineer lore +2 
 Blacksmith (or other craft) +3 Gunpowder Any Armour
Elf CHA bonus spells choose one list Any Armour d6HD  Any Armour
Gnome WIS
 bonus spells choose one list  d6HD Any Armour
Halfling DEX bonus NWP +1 Sneak +2 Survival +3 Herbalist d6HD Medium Armour
Secondary ClassesDruid WIS
 bonus spells bonus nature spells d8HD Light Armour
Monk WIS bonus NWP +1 Acrobatics +2 Tumbling +3 Feign Death 
d10HD No Armour
Bard CHA bonus spells
 choose one list d6HD Light Armour
Sorcerer CHA bonus arcane spells 
d8 HD No Armour
Secondary Races (Forbidden Monsters Races)
Abhuman CON +1 Survival +2 Track (or other lore) +3 
(pick one) Lore, d12HD Light Armour
Changeling CHA bonus spells choose one list d6HD No Armour
Giant STR  +1 Smash +2 Lifting +3 Eating d12HD Medium Armour
Tako DEX
 bonus spells choose one list d4HD Any Armour
Tertiary Classes
Paladin CHA
 bonus divine spells d10HD Any Armour
Ranger DEX
 bonus nature spells d10HD Medium Armour
Alchemist INT bonus alchemist recipes No Armour
Shaman WIS bonus 
mentalist spells No Armour
Tertiary Races (Psychon Apocalypse Races)
Robot 
CON (Golem) bonus apps d8HD No Armour
Mutant CON (Freak) bonus mutations d8HD No Armour
Alien INT (Outsider)
 bonus spells choose one list d4HD No Armour
Psionic WIS (Mystic) bonus mentalist spells d6HD No Armour

Prerequisite

Roll and allocate
Roll four lots of 3d6 stat rolls
- only one stat can be below 9 raise whichever ones you wish otherwise to 9

Two stat rolls of 4d6
- 12 min 18 maximum to help your prerequisite class stat high
Assign as you please 

your reject rolls can be used for your starting followers
each reject set is one follower (1+CHA bonus max, pick best stats)
this might take 3 or 4 four tries low stats could be a child or animal or old aunt

or

pick and allocate one of these sets of scores
18 17 11 10 9 9 (74 total +5 bonus total)
18 14 13 11 9 9 (74 total +5 bonus total)
16 16 13 10 10 9 (74 total +5 bonus total)
16 13 13 13 10 9 (74 total +5 bonus total)
13 13 13 13 13 9 (74 total +5 bonus total)
18 16 13 10  9 8 (74 total +5 bonus total)
16 16 13 13 9 7 (74 total +5 bonus total)
no starting followers

or be a more modest hero and struggle more
16 13 10 9 9 9 (66 total +3 bonus total)
13 13 13 9 9 9 (66 total +3 bonus total)


What are Stats for
CHA ability to befriend or influence others, command followers
CON ability to resist disease, poison, hold your breath or other resist bodily shocks
DEX ability to dodge traps or dangers, manipulate tools or be sneaky
INT ability to solve riddles or puzzles, understand things, spot immediate clues or know stuff
STR ability to lift stuff and smash things and hit hard or throw things further
WIS ability to resist magic or spells, use will power, common sense, experience or foresight

Sample Basic Classes and Prerequisite Stat
CHA Elf
CON Dwarf
DEX Thief, Halfling
INT Wizard
STR Warrior
WIS Priest. Gnome

What is Bonus for

CHA bonus is your to your number of loyal followers +1
CON bonus is added to your HP every level
DEX bonus on all to hit rolls and AC
INT bonus to WP or NWP or Languages, can take skills not from your own class
STR bonus to damage on all muscle powered weapons
WIS bonus to luck points +1 (thieves get +1/Lv)

Bonus for stats
Stats below 9 are damaged by disease or injury and could be restored
the cost of this is beyond earnings of a commoner
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18-19 +3
20-21 +5
22-25 +6

Spell Bonuses for classes with high prerequisite stats provide extra spells
+1 one first lv spell at first level
+2 one first leval spell at first level and again at second
+3 one first level spell at first, second and third plus a second lv spell at 3rd
+4 one first level spell at 1st to 4th level plus a second lv spell at 3rd
+5 one first level spell at 1st to 5th level plus a second lv spell at 3rd
+6 one first level spell at 1st to 6th level plus a second lv spell at 3rd and 4th
a first level spell can be replace with 4 cantrips with a certain skill
some learn a extra cantrip slot as a skill, goblins do it all the time
some classes get proficiencies instead of spells or other abilities


Hit Points HP
Class HD + CON Bonus
d4 Wizard
d6 Bard, Elf, Sorcerer, Gnome
d8 Cleric, Thief, Druid,Halfling
d10 Fighter, Monk
d12 Dwarf, Abhuman, Giant
Most persons without character class like commoners d4 or d6 for typical fighting men 

Roll for 1st level HP has a minimum 
d4(3min) d6(5min) d8(6min) d10(8min) d12(10min)

Armour Class AC

AC is total of AC points in best possible case, you might also record AC vs missiles or from behind. AC Number is 10 + DEX bonus + Armour bonus + Shield Bonus + other skills or magic

Light Armour

+1 Heavy cloak*, bracers*, heroharness*1gp
+1 cloth, padding, leathers, furs, wrappings 4gp
+2 Gambeson, 15gp
+3 Leather armour, Fibre 20gp
Medeum Armour

+4 Ringmail armour, scale armour, hide armour, bezainted armour  -1 Mov 75gp
+5 Chainmail armour or metal scale armour -3 Mov 150gp
+5 Breast Plate* 
 -1 Mov 250gp
+5 Elfmail -1Mov 1500gp (dwarfmail, orcmail or high tech human ballistic mesh)
+6 Reinforced Chain, splintmail armour -6 Mov 250gp
Heavy Armour

+7 Platemail armour -6 Mov 400gp
+8 Fullplate armour -3 Mov -1 incoming damage 2000gp, custom fitted (or ballistic plate)
Power Armour

+9 Scout Power Armour 10000gp +3" Mov and Jump, 2 hydrogen cells for 12 hours
+10 Atomic Power Armour 100000gp 
+3STR d6 unarmed, atomic power cell 30 days
*Can be stacked with other items every +4AC -1Mov

Helms

+1 Cap helmet* 1gp
+2 Full helmet* (halves perception) 75gp

Shields

Buckler +1 vs one attack
Small Shield +1 vs any incoming attacks
Medium Shield +1 +2 vs missiles
Large Shield  +2 -1 Mov


Movement (Mov) and Range (R)
Standard Mov is 12".
1" is ten foot indoors and ten yards outdoors for Move (MOV) or Range (R)
time measured in one minute combat round or ten minute turn
Cone areas off effect are 30 degrees times range
Explosions or clouds are measured in circles across in inches" or radius in inches"
STR in Items under 2lb is non encumbered
More than STR in Items under 2lb is light encumbrance -1"Mov
More than STRx2 in Items under 2lb is  medium encumbrance x1/2 Mov
More than STRx5 in Items under 2lb is  heavy encumbrance Mov 1"
More than STRx10 in items under 2lb can lift with a STR roll standing to max of STRx20

Untrue but quick Simplified Scales and Conversions for game:
Foot 30cm Yard=Metre 2.2lb = one kilo,  quart=litre, gallon=4 litre mile =1.6 kilometres

Time in the Gameround is one minute
turn is ten minutes


Followers could be....
Use your CHA bonus +1 for your number of followers
They are loyal helpers and best friends who will do anything for you out of love

Pet or mount or servant or friend or spouse or relative or lover
Any interesting available person you meet might be convinced to be your follower in play with a CHA roll. If they like you and have no other commitments. Banishing a follower unjustly might make all of them leave you (Morale roll each one to stay)


Henchmen 

You can have one henchman per CHA point
They are loyal goons that will be fairly loyal and you support their upkeep
They actually like you and choose to support you and are more loyal
They generally follow orders and stick to your instructions

Hirelings
Are paid personnel. They are loyal to you for money mostly
They are more likely to disobey or be tempted by a distraction
The only limit is your payroll


Command Radius for followers and hirelings
Most characters use CHA bonus in inches to command troops to rally or motivate them
Fighters and add their Lv to their CHA command radius bonus
Bards add their Lv to their CHA bonus command radius bonus

Morale

Morale rolls are made with a d12 to determine hirelings obey orders
CHA bonus of leader adds to group morale score
Green/cowardly 4
Experienced/uncomited 6
Veteran/determined 8
Elite/fanatic 10


Hirelings need morale checks to
-charge superior odds or forces
-hold line if charged by superior looking forces or cavalry
-close ranks if broken ranks from previous failed check
-stop looting corpses or treasure keep fighting if comanded
-stop tormenting prisoners keep fighting if comanded
-stop running away if morale broken if comanded
-don't go charging into enemy trap or taunts, stick to plan as comanded
-regular troops hit by heavy artillery or magic or break formation
-irregular troops hit by missile troops like archers or slingers

Regular Troops
-spread out not base to base fight as a mob in open ranks
-if demoralized they withdraw and possibly try to regroup
Irregular troops -base to base in formation in closed ranks
- if demoralized they become irregular


Patron God
Roll for your god from one of the tables grouped by pantheon
reroll till you find one you like
all the ones you reject are angry at you
or
let DM appoint you a patron based on your occupation, past or class
or
Be a godless heretic almost as bad as a witch or cultist


Luck Point Can be Used To:
Reroll any dice after the fact to succeed better
Change a spell memorised to another one you could have
Have a common item you forgot or found like lamp, rope, water
Heal d4 HP could stabilize wound if bleeding to death
Revive if unconscious with 1HP in a d4 turns

ENC SystemENC is about 2-4lb and can be held or used in one hand
2 ENC is many two handed weapons, kite or tower shields
Armour ENC is = AC bonus

More ENC than STRx1 -1 Mov and initiative
More ENC than STREx2 -3 Mov and initiative
More ENC than STRx3 -6 Mov and initiative
More than STRx4 only move 1 cannot fight or run

Typical belt 2 ENC
War Belt or bandoliers 4 ENC
Bag 4 ENC
Girdle 6 ENC
Satchel bag 6 ENC
Small Sack 10 ENC
Small Pack 12 ENC
Big sack 20 ENC
Army Backpack 30 ENC


Saving Throws, skill tests and difficulty
Simple Task roll over relevant stat to see if you fail

-Something you are skilled in
-Anyone can normally do but has some risk especially if under pressure
-Saves using your prerequisite score
-Making a roll against some one or thing offering minimal resistance
-basic trap or mild poison from unskilled user or mild
-Especially skilled or prerequisite stat save in simple task automatically succeeds
-Possibly taking a long time on simple task automatically succeeds

Difficult Task roll over half relevant stat to see if you fail

-Tasks you have no skill in but can still try with a serious risk
-Additional difficulty attempting something you are skilled in
-Any one could take a risky chance in in task but mostly would fail
-Attempting a skilled task vs 
some one with successful skill roll
-Saves not using your prerequisite

Impossible Task roll over stat bonus to fail

-Very unlikely to succeed without skill but slim chance
-Unskilled versus a successful skilled person
-Something you are skilled at at but near impossible difficulties


Starting Loot and Status in Shadelport


d10 Thief, monk, sorcerer, druid, mutant,
giant, abhuman, shaman, outsider

1-6 common 7-9 freeman 10 noble

d10 Priest, warrior, wizard, bard, elf, dwarf,
tako, 
halfling, elf, dwarf, changeling, paladin,
ranger, gnome, robot, psion

1-3 common 4-8 freeman 9-10 noble


Common Status
Live off a copper a day minimum 3d6 copper to start

Pauper, beggar, peasant, slave, servant, labourer, monk, watchman, serf. Some of the better ones have more and have some savings and a hovel, the worst are destitute beggars or criminals.

Clothes: old shirt, old trews, old hat, string belt, foot wrappings or sandals woven from reeds

Items: cheap bowl, wooden spoon, sack, a piece of cloth, small knife d3, candle, clay or wood pipe

Arms and Armour: sling d4 or staff d6 or club d4

Provisions: loaf of coarse old bread, gourd or clay jar or water, d4 1=onion 2=turnip 3=plump rat 4=bowl of tripe

Trinket (1cp): d6 1=wooden beads on string 2=wooden holy symbol on leather thong 3=clay or wood palm size figurine 4=carved bone medallion 5=candle 6=carved wooden cup

Followers: married partner, child, friend immediate family member, dog, cat, goat, pig, donkey,rat, squirrel, sheep, crow, chicken


Freeman Status
lives off a silver a day minimum 3d6 silver to start
Town person, shopkeeper, yeoman farmer, trader, priest, officer, craftsman, house hold warrior Some of the better ones own a shop, farm, business and/or a town house, with money in a bank.

Clothes: good outfit and a old everyday outfit, hat, cloak, shoes, leather belt, pair of stockings

Items: nice cup, nice bowl, knife, bag or backpack, blanket, small knife d3, oil lamp, tinderbox, clay pipe

Arms and Armour: dagger d4 and shortbow d6 plus d12 arrows or small sword d6 or spear d6 or hand axe d6

Provisions: full skin of water, loaf of fresh bread and d6 1=pound of cheese 2=pound of spicy dried sausage 3=rabbit 4=fish 5=pidgeon 6=bowl of eel stew.

Trinket (1gp): d8 1=family brass crest ring 2=tiny silver holy symbol necklace 3=old bronze arm ring of clan 4=large symbolic key on a string 5=a legal document such as letter of recommendation, banknote, passport or merchant licence 6=very fancy hat 7=bone dice 8= personal note, map or verse on parchment 


Follower: Friend or relative or married partner, student, child, servant, slave, dog, cat, goat, small cow, cart pony, sheep 


Noble Status
live off gp a day minimum 3d6gp to start

Noble or richest merchants or large scale land owners. Some of the better ones have land and taxation rights over commoners.

Clothes, fancy court outfit, colourful everyday outfit, coloured cloak with symbol, pair of  boots, pair of fancy shoes, ornamental leather and fur girdle with metal or ivory decor, silver signet ring
Items: Ornate tin lantern with built in tinderbox, knife, pewter cutlery, pewter mug, brush, hand mirror, bar of fancy soap, cloth, blanket, ornate knife, plate and bowl

Arms and Armour, padded armour +1AC or gambeson +2AC, fancy dagger, any bow or crossbow or pistol, any two hand weapons and a shield in good condition with family insignia

Provisions: dried fruit cake, wineskin with good wine, week dried rations, pound of cheese, loaf of best bread and d8 1=piglet 2=pheasant 3= duck 4=chicken 5=joint of boar 6=joint of deer 7=nice fruit and berries, 8=large game meat pie.

Trinket (30gp): d6 1=gold family ring 2=enamel brooch of family 3=mask used by secret society or cult 4=tiny gold holy symbol 5=letter if introduction from noble 6=family tree 7=small book with selections of holy verse 8=deck of playing cards 9=dose of poison or sleep drug or narcotics in tin 10=fancy box of sweetmeats and bottle of mead

When you spend the amount of living money to class standard for a month and have basic clothes and items according to your status in public you get accepted. Wearing clothes not of your station might be a criminal offence.

-----------------------------------------------------

Im considering modifying my robot class into a golem class but would need to change at least names of abilities, power sources, etc but interesting

Wednesday, 4 December 2013

More Class Style: Ideas in progress

Won glorious battle with cockroaches tonight - killed 1 2 3 pregnant queens trying to flee house.

A bunch of class musings again....I do think i am am making some progress. A bunch of ideas really. Upcoming projects for this blog at end.


Class Struggle progress...

WAR =Warrior
PRS=Priest
ROG=Rogue
WIZ =Wizard

MNK=Monk
DRD=Druid
BRD=Bard
SCR=Sorcerer

BBN=Barbarian
SHA=Shaman
PSI=Psion

ASS=Assasin

PDN=Paladin
WCH=Witch
ALC=Alchemist
RGR=Ranger

DWF=Dwarf
ELF=Elf
GNM=Gnome
HLF=Halfling

GNT=Giant
BST=Beastman
CNG=Changeling
TKO=Tako

Basic classes

Could run game with just these four

Warrior - most WP skills, all arms and armour, extra damage, extra attacks vs 1HD
Priest - divine magic, holy power such as turning, medium weapons and armour
Rogue - best NWP ability, ambush attacks, kill prone per level per round
Wizard - book learned arcane spells, of of NWP

Specialist Classes
More exotic but also popular alternate classes

Monk - good all proficiencies, enhanced weapon specialization, no amour
Druid - nature magic, shape shifting, and animal languages
Sorcerer - arcane spells cast intuitive, slightly better at fighting and hp than wizard
Bard - various magic, influence song, many NWP and languages

Barbarian - tough, light armored savage survivalist
Shamen - mind magic, communes with spirit world to prepare spells
Psion - intuitive mind magic, disciplined master of the mind
Assassin - killers by ambush and surprise and magic

Paladin - warrior champion with divine magic
Witch - any magic list of spells intuitively
Alchemist - arcane potions, guns, golems, and enchanted stuff
Ranger - wilderness explorer, hunter and marksmen

Dont need to go here yet
Cavalier - noble elite leaders of aristocratic fighting class

Mystic - intuitive casting holy man with meditative powers
Duelist? Scout?
Some dumb reason i like sets of four


Demihuman Classes
Standard nonhuman races

Dwarf - fighting craft folk
Gnome - wee nature folk
Elf - faerie magic warrior folk
Halfling - charming little people

Strange races

Giant - fighting folk that grow huge
Beastfolk - fighting monster men
Tako - octopus faerie folk
Changeling - shape shifter folk

Goblinoids as classes

Kobold - crafty miners and guerrilla fighters
Goblin -  crazy magical mischief makers
Hobgoblin - angry, martial, warriors
Bugbears - silent killing brutes

Orc as a bonus one


Futuristic Races
For my spacefleet sf opera game

Spaceman - space crew
Engineer - tech experts
Scientist - science experts
Explorer - scout and stealth specialists
Mutant - dna scrambled mutants
Robot - mechanical men who serve
Cyborg - synthetic fusions, join us
Android - replicant human workers

Magic
Revising spell lists. New cleric is handy play test too. Some volunteers and tests.

Mentalist magic: Psionic Spell List. Will do Psionics PDF with classes and spell lists. Am trying to use in play. Will detail some psionic sects and shaman specialties.

Look at some alchemist spell lists basically potions with required recipies and material componant cost for magic. Summoning pells are creating life in bottles from premixed ingrediant. Seem lots of art with this. Fuse with lover spell to create 2headed 4armed 4legged hermaphrodite. Alchemist and witch in one of old Glaantri gazetteer had alchemist subclass and Dragon will draw ideas from. Had interesting illusionist with dream monsters and own magic kingdom.

Possibly witch could do some stuff with candles and fetishes or could be magical NWP or their version of alchemy spells. Thinking make witch as weak as wizard, fairly learned and able to pick spells from any list but as per a sorcerer - gain 1 spell per level, can spend spell level energy on known spells. Not as good at fighting or for HP of sorcerer but more diverse in choices.

Mentalist spells for psions and shamen. Shamen more like wizards but gain use of spirit plane travel powers. They make treaties with spirits and prepare them with rituals before action. Psions more like sorcerers but fight better and less into abstract knowledge. They learn and cast mentalist spells more like sorcerers do with arcane magic.


Sorcerers may use wand or staff with zero or more charges to provide them with knowledge of a spell that they can cast with their power through the focus as if it was a spell they know and can cast. So a fireball wand with 0 charges still good with sorcerer who can put energy of a 3rd level spell through the wand to cast fireball.

A wizard could try using spell knowledge in item but must hold wand while learning the spell in the wand or casting it. If they memorize spell and lose wand and do not know the spell without the wand then the spell slot is locked till the spell released by using that item or a similar one or they learn spell properly and cast it them self. A wizard can use item based spells knowledge to work items for spell research and can possibly transcribe them into their book.

Spellbooks

Travel book (Save 10 or less)
1gp/lv/page + 10pg, 1/10th of lb per lv+1lb

Heavy bound and locked book
(Save 13 or less)
10gp/lv/page + 100pg, 2/10th lb per lv+3lb

Metal bound and fireproofed and waterproofed
(Save 16 or less)
100gp/lv/page + 1000pg 3/10 lb per lv+1lb 

x2 Best quality (+1 all saves)
x2 B&W Spot Ilutrations
x4 Colour Spot Illustrations
x6 Illuminated title pages x one and a half mass
x10 Full colour Illuminated, double mass
x5 Compact (1/2 weight)

 
1d12 Alternate Books
1 Tatoos 1d10gp/lv
2 Bag of bones with carved runes
quarter lb per lv+1lb
3 Jewelery 100gp per lv, 1/10th of lb per lv
4 Tubes of scrolls (scrolls set and case weight same as books)

5 Wooden book .3lb/lv half lb per lv+2lb
6 Clay tablets 1lb/lv
7 Sewn into robes

8 On bodies of animal or familiar
9 Bag or runestones half lb per lv+1lb
10 Bag of rune sticks quarter lb per lv+1lb
11 Pack of cards 1d100+50 gp per card

12 Books made from skin, bark or leaves

Streamline my blowout of skills +
Will sit with some editors and cull some stuff
Playing 3.5 and 4th ed made me sick of lots of plusses

Instead of lots of racial + numbers on NWP I might just give more classes especially race ones extra NWP. I may group better into types or groups or put in groups not learn able till a certain level or that cascade from more basic skills so must have other basic skill. Sailing could cascade from boating Possibly some monster kits for WP and NWP templates for martial artist monsters.

Possible Use these for race based classes Classes

Dwarf
All dwarves get WP at Expert+1 in any one axe and one missile from any type of crossbow or gun. A Dwarf may specialist in one of these weapons and any number of master WP. Choose two NWP from Construction, any type of smith or craft, Trap Lore, Lock lore, Earth lore, Black Powder, Alchemy. Can learn enchant item or weapon or potion at 6th

Gnome
All gnomes get a WP in any axe, pick, hammer, club, dagger, club, dart, any crossbow, any gun, spear. javelin or any polearm. A Gnome may specialize in one of these weapons. Choose two NWP from any type of smith or craft, Lock Lore, Trap Lore, Earth lore, Animal Lore, Navigation, or Animal Handling, Animal Training, Animal Mimic, Animal Husbandry, Listen - may add something else still.

Halfling
All halflings get WP in brawling, club, sling, rock, dagger. A halfling may specialize in one of these weapons and be expert in as many others as desired. They inflict 1d4 with brawling or rocks and get no range penalties for thrown rocks. Choose two NWP from Cooking, Sneak, Hide, Climb, Pick Pockets, Listen, Farming, Butcher, Baker, Brewer, Animal Handling, Herbalist, First Aid, Drive Cart, Boating

Elf
All elves get+1 in one type of sword and one type of bow. A Elf may specialize in both of these weapons. Choose two NWP from Sneak, Hide, Ignore Terrain, Listen, Spot, Beast Lore, Plant Lore, Earth Lore, Riding, Animal Training, Animal Mimic, Animal Husbandry, Dance, Sing

Giant

All giants get +1 with club and rock. A giant may specialize in both of these weapons. Giants also know one of these NWP: Foraging, Smell, Track, Climb. Listen, Survival, Earth Lore, Swim or Intimidate. Giants get +1d12 inches per level and +1 STR every second Lv. As of 10th level this is 12 inches growth and no longer random d12 inches per level. Extra damage and attack at higher level


Beastmen
All beastmen get WP with brawling and any four from club, spear, javelin, any one axe, any one sword, staff, flail, dagger, short bow and rock. A beastman may specialize in one of weapon and any number of master WP. Choose two NWP from Sneak, Hide, Climb, Jump, Leap, Run Faster, Smell, Spot, Listen, Track,  Dance, Survival, Animal Training, Animal Mimic, Animal Husbandry, Earth Lore, Beast Lore
5th minor beast power: extra unarmed damage (1d6), jump, run, swim, +2 AC, extra NWP
10th major beast power: extra attack, fly, breathe water, +4 AC, poison attack
call horde at 15th and 20th
Extra attack and damage

some rules to make intelligent animals as beastmen would be good too, extra attacks no hands


Changeling 
All chanelings get WP in brawling and dagger. Can become Expert in any weapon. Choose two NWP from Sneak, Hide, Infiltrate, Shadow, track, lip read, forage, hunting, survival, disguise, taunt, jump, leap, acrobatics, climb. Change into various forms once per day, last till change back.

Lycanthrope types turn to frenzied beast or semi beast or half beast form.
Beastlord type turn to natural beast
or semi beast forms
Nature, plant or land spirits turn into a natural feature like a tee or a rock
Elemental turn to elemental animal or elemental humanoid or elemental form
Shifters adopt different human forms or genders to disguise selves, have true secret form
Planar come from outer planes and have a supernatural or divine form they keep hidden


Tako
Tako get WP with brawl, and one of trident, net, dagger, any sword, spear, javelin, shuriken. Can become Expert in any weapon. All Tako have Swim and choose two NWP from Sneak, Hide, Climb, Jump, Leap, Spot, Dance, Sea Lore, Beast Lore, Fishing, Boating, Sailing, First Aid, Pick Pockets, sleight of hand

Revised how tako can use arms - mod gives hit mod and how many arms can be used in battle with weapons, shields, could hold two 2-handed weapons and a bow and two shields. Stackable with ambidexterity and extra weapon WP. Two tentacles usable for weapons could be used for spell casting action combos, eg 2 tentacles for casting 1 a pistol and 1 a shield. Ink squirt uses brawling WP.

Tako Arm Uses
Level          Arms:      1      2     3     4     5     6     7     8   add class spells here too etc
1st                             -2    -4     x     x      -      -      -     -
2nd                            -1    -2    -4    x      -      -      -     -
3rd                              0    -1    -2    x      x      -       -    -
4th                              0    -1     -2    -4    x      -       -    -
5th                              0     -1    -2    -3    -4     x      -    -
6th                              0      0    -1    -2     -3    -4     x    -  
7th                              0      0    0     -1     -2    -3    -4    x 
8th                              0      0    0     0      -1    -2    -3    -4 
9th                              0      0    0     0      0      -1    -2    -3   
10th                            0      0    0     0      0       0    -1    -2
11th                            0      0    0     0      0       0     0    -1
12th                            0      0    0     0      0       0    -1    -2
13th                            0      0    0     0      0       0    0     -1
14th                            0      0     0    0      0       0     0     0

X = hand usable with shield or as second hand on a two handed weapon. - so a tako get only two attacks at first with penalties but they could be two different 2-handed ones or use 2 weapons and two sheilds or any other combo with basic four hands.


Enhancing your WP
Another revision

0 slot = class zero WP mod -2, -3 or -4
1 slot = WP
2 slot = expert +1 hit and damage

3 slot = master +2 hit and damage4 slot = specialist +3 hit and damage

Warrior - any number of specialist, master or expert WP
Priest - one cult preferred specialist WP
Rogue - two choice of master WP
Wizard - one choice of master WP

Monk - one class based specialist and any number of master
Druid - any number of expert WP as wanted
Sorcerer - one preferred weapon master
Bard - two choice of master WP

Barbarian - one specialist and as many master WP as wanted
Shamen - one preferred weapon master
Psion - one preferred weapon master
Assassin - any number of master WP as wanted

Paladin - one specialist and as many master WP as wanted
Witch - one preferred weapon master
Alchemist - one preferred weapon master
Ranger - two specializations as many expert WP as wanted

Dwarf - one specialist and as many master WP as wanted
Gnome - one preferred specialist WP
Elf -  two preferred specialist WP in a bow and sword
Halfling - one specialist WP in brawling, club, sling, rock, dagger as many expert WP as want

Giant - two preferred specialist WP in a club and rock
Beastfolk - one specialist and as many master WP as wanted
Tako - any number of expert WP as wanted
Changeling - any number of expert WP as wanted

To Do List Update
Mutations a big project taken me a year - close to d1000 in effort
mutations come in levels like spells - most always on or usable
Start from cosmetic zero cantrips
Working to godlike power at 7th
Chance of devolving into shoggoth

Monster Manual Rewrite:
Making some tough choices here
Do i document official ones or just make my own versions?

d100 Street vendors in Shadelport
d100 Dungeon Decor Table - dress up dull dungeon

d100 Tragedy table - haunting covered some ideas for this too
d100 religious items - religious dressings, probably lootable
d100 Random Strange Crypt Table
d100 Non Corporeal Undead Encounters
d100 Corporeal Undead Encounters
d100 Doomed Immortals Encounters
d100 Necromancer Relics
d100 Wandering holy folk, hermits and hunters of unholy
d100 Strange Graveyards - Found notes on "holiness factor" for grave areas
d100 megalith sites - remains of the old ways
 
d100 undead boss monsters - might do sub-bosses also  
d100 things on the lonely moors at night
d100 catacomb and Gothic decor
d100 alluring strange headstones
d100 Madness table for failed WIS checks vs horror, tragedy or shock
d100 Books of the Gothic City
d100 Secret Societies
d100 honest undead motivations
Castle Geomorphs - keep and wall and tower section
Manor Geomorphs - a few mansions for haunting and tragic nobility
Crypt and tomb - lots of small funeral structures
Ruin Geomorphs
Catacomb Geomorphs - create a maze of tunnels
Mausoleum Geomorphs - this will be basic one
Cathedral Geomorphs

Upcomming Psychon Stuff
Elder Gods and pre human horror
Mutant characters class
Robots and synthetic characters class
Spaceman characters class?
Organizations and other creeds of psychon...


Book Projects
Pychon intro module (awaiting art)
Redbrick Dungeon Zone book of tables (more editing)
Psychon 2.5
with a few extras and some editing

EMO DnD v3 Draft

Hope to run some different stuff this new year
Cthulhu Vikings
TSR Marvel
Long Stairs DnD
Finish my 13th lv party game off by april
A new DnD game or possibly RQ
Something Space Opera

Thursday, 5 September 2013

Some Little Rule Mods and Class Struggle

A few ideas Ive had of late

Poison Resistant NWP or a 2nd lv spell mod?
Effect:
10% off effect durations -1 per dice from damaging poison effects
lethal poisons death = alive 1 hp, cannot heal till poison perged in a month or remove poison spell


I prefer some people surviving as an ability or spell than everybody not being scared and  not caring about poison because you just lose a few stat points for a  few days. Yet is still dangerous it can be dealt with a bit. This could have a duration if a spell 1ur/lv as well if too good and make players rush more to save someone while later spell makes easy to not worry. Cast on a sucker if poisoned to bring them back from certain death by poison (CON Rounds after coma effect). I prefer this to slow poison. I have allowed a healer NWP to cpr a body for hours to save someone with a breathing paralysis based poison that lasts an hour.

Bards

Seeing bard in play for a while and playing other DnD and watching bards im tempted to make them able to sing and fight or cast a spell and play instrument NWP plus some power enhancing fx NWP. Bard did seem to struggle a bit at 3-6 but kept up and saved all a few times and language and knowledge good. Letting bard take choice spell list/system was gold. Druidic bard at tenth lv can summon well, rides a bear which he restores to life with a raise animal spell. Has stopped many threatening encounters and has good followers.

Im gonna time warp my party next DnD session a year at least. Has become very handy and now turns humanoids to fight each other. Song got used more and more but probably not a lot early on. Has been fun to test. Monk a bit broken. Rest fine.

Multi Classing for BX
Planet Psychon got me thinking about funny combo BX classes like Elf3/Dwarf3 to be bizarre but if i exclude weird class=race combos it doesn't seem so silly now.

Need a trainer
of name level who will teach you (harder to un-train you dolt!) for first new level until you exceed the old level then you can grow just lie any other character.

INT 13-15 one additional class max may change at 5th level
INT 16-17 two additional class max
may change at 4th level
INT 18-19 three additional class max
may change at 3rd level
INT 20-21 four additional class max may change at 2nd level
INT 22+ change from class to class as please and back

1st level NWP/Languages/WP are the most you ever get in game. When changing class just add all your levels then compare to when your current class says you would get new class skills. Use same formula for saving throws. Spells use level in relevant class for power of effect.


Your new class does not automaticly train you in use of better armour or shields, you have to learn that yourself with WP slots. Otherwise default to your first class armour and sheild use. You must train in the weapons allowed by your new class but may still use any previous armour or weapons. You can use all powers at the level of the class that uses them.

9HD max even if split into multiple classes


Humans can pick a new class but not a race based one in most cases (a wish or a god would help or a reincarnation spell).

Race based classes can pick these non race classes:
Elf -
warrior, bard, druid, priest, sorcerer, wizard, rogue, monk
Dwarf - warrior, priest, rogue, bard, monk
Halfling - warrior, bard, priest, druid, rogue
Tako - warrior, bard, rogue, sorcerer, wizard, monk
Gnome - warrior, bard, sorcerer, wizard, druid, priest, rogue

All living races have Psionics and Shamen as options

Changing back to an old class costs the same as if a new class - require mentor and have a limit on changes ever based on INT, but changing between classes you already have levels in can be changed every level rather than intelligence limit. Races can change back to their own racial class.

I could just keep simple and use int mod for total changes
too

I have tried in play now - possibly works better for nonhuman and physichal types for 3 levels then go magic or weird. Most classes would suffer a bit really. Monks surprisingly a good option at any stage. Could suit some campaigns and means monster races problem solved. Better role playing choice than raw power mostly but 3 levels as a monk or rogue or warrior then change to a magic class. Could be theme of campagn. Good for beast men, monster humanoids and more.

Elves and bards can pick any spell list. Bards allow races to acess spell types not normally possible.

As my elves
can pick any spell list taking another caster class can can be interesting.
This gives another reason to not have paladins and rangers yet i still keep thinking about them. I like cyclopedia where a warrior can adopt a prestige class type role. Despite my creating now about 3 systems to make irrelevant im still temped. This could let a warrior turn to a priest and be a paladin?

Clever class choices like monks best for WP and NWP at 1st level

This is a great halfway house to adnd seperate class race system

Will save other race projects Beastmen and humanoid races

Best of all makes suggesting interesting villains and characters

eg
17 INT start as elf
changes to
monk at 4thchanges to bard at 4th

finished but...
If he spends level gain stat points on Int....
by 3rd level can
have int 18
and change back to a monk at 11th

did npc follower as 6th level warrior and 3rd level gome that worked well

catman wizard fun too


Class Struggle
Mostly i do things in groups of four, i have cast a wide net of maybes here

Have considered "a book of beast" some good for SF too:
Beastmen - savage animen hybrids made by gods and magicians
Animal Spirits - sophisticated shape shifter folk of spirit world
Sacred Beasts - awakened magical animals from other side
Lycanthropes -
were beast shape shifter killers of many species

Other Dumb Ideas I'm fighting but might do for fun anyway:
Paladin - holy hunters of undead and other planar evil
Ranger - sylvan holy hunters of the woods
Assassin - old school or newschool magic ninja?
Barbarian - every bodies fave berserk wizard killing damage sponge

Put Gnome in with elf, dwarf and halfling and make up a gonzo race group with tako and others...

Tako
Dragon

Flumph
Dryad/Swanmay
Maybe this is a silly idea


Considered classes to play gamma world
beast men and sacred beast would work fine here too

Robot
Mutant
Android
Cyborg

I liked dragon 72 version of cavalier, but just take a warrior and lotsa horse skill and weapons of your culture and maybe be an alignment fanatic to represent honour - do same for an elf

Revise my humanoids orcs and hobgoblins will get bigger command radius leadership like warrior also with the multi-classing rules.
Need to revise orcs most.
Considered giants - dumb fighter d12 hd, 1st lv 6 foot tall, grow a foot per level +1 STR every second lv - bloodline powers might be fun

Alchemist can just alt spell casting system really but i am inspired by some art of alchemists creating life and dragons in bottles which i never have seen in fantasy really

Runes or diabalist (paladium) script based magic - scrolls or stones are read or activated
My friend doing a tatoo wizard i have seen a few

I always liked idea of race like character Orlando immortals who change gender but an elf subtype would hit it. Elves probably need a rewrite. Beast men might be way to go as next one i do.

Saturday, 20 April 2013

Proficiency System for my EMO DnD part 6: Magic

Two blogs retired with more followers than me - one cited boredom of being DM other cited G+ as killer and unwillingness to try it.

My third time round trying G+ worked - i get about 30% of whats going on here now. I'm wondering if difficulty using is a deliberate dickhead filter. Setting up groups was the key - im only using G+ for games and comics. I dont want to waste life arguing a passive media like comics though. If i argue DnD i might learn something useful.

What G+ does great:

Communities better than FB with better grade of discussion and better specific content.
Crowd source projects are great fun - the haiku like art of table generation thriving here. Ive written fantasy book titles, my sleeping table entries and been in an awesome hexcrawl project. A group just for collab projects would be handy. Probably the best thing on G+ really.

What G+ does not do great:
Not so good at big slabs of info or rules like a blog, not so easy to trawl through old content. Basicly G+ chats pretty much like FB. The northern hemisphere must be warm enough to go outside now cos everything i am involved with online has less Canadians at the moment. Bloger and G+ are easily linked so promoting your blog content on G+ is a good way to play for more hits.

My blogger hits are climbing still, I am slowly getting more feedback (thank you) and im still following 300+ blogs. Actually the last few dozen I have added I found on Blogger and due to the Swords & Sorcery event by Tenkar. Petty Gods from gorgon milk also netted me lots of new friends too so all the cyring about blogger and OSR death is just a bit premature. Like many groups people come and go and you dont have to tatoo OSD for life on your balls to be in the club.  People tell me FB about to die too for 5 years hasnt happened yet.

Having seen my parents friends reject new tech and become living fossils i want to teach myself new software or gadget every month to fight the same urge. Losing your adaptability to changing world doesn't help and closes you to new possibilities. Basically makes you dumber. I met lady of 89-ish who said she would prefer horses and no cars or computers. Really believes her kids doing nothing of worth with computers. Some guy probably thought stone axes were better than copper.

EMO rules so far:

I have put most of the emo dnd book i wrote pre blogging last year online now. Actually stuff here better and cleaner than original and have had players use smartphones in play for rules from here. Spell lists and weapons last sections. Then I will do a basic and advanced PDF and see if i can put pdf's online too. Drop box too costly need something free with no log in. Might try google books. A Gamma-world book possible too but mutation table project proved to be too big for now. Redbrick book still being proofed. When ready will lay out and have as a $4 book online by JUN. Still waiting on artist for now 6 months sigh. Will start on Gothic Crypt version of redbrick shortly. Must scan my Banister Fletcher architecture book on subject to create new geomorphs.

NON WEAPON PROFICIENCIES

Common Craft NWP Set - part 1
Common Lore NWP Set - part 1
Warrior Set - part 2
Wizard Set - part 4
Priest Set - tpart 5
Rogue Set - part 3
Magic Craft NWP Set - today's episode
Magic Lore NWP Set - today's episode


# = every group should consider having one person with this
% = most frequently everyday useful for adventurers
Magic skills may have a minimum level to use

Ill wait a bit before i do weapons - im still thinking about this and watching ultimate warrior series for ideas. I shouldn't really enjoy watching skulls explode into puffs of gore so much.

Magic craft set covers common magician NWP used every day by priests and wizards and others. Magic lore set is similar and like the common lore i just wanted to break into a seperate list for easier use.

For record spell components costs = levelxlevel in gp. Spells all visable, have spoken and gestural and material components. Priests just use holy symbol, holy book or relics and can re-use.

My wacky alignment system here and other planar Champions
http://elfmaidsandoctopi.blogspot.com.au/2013/01/the-geometry-of-alignment.html

MAGIC CRAFT NWP SET

Book Making DEX
Can make a proper wizard book which may even be fire and waterproofed and locked with a quality success

Brew Potion 3rd INT #
Can learn to make basic potions – one new recipe per lv

Bureaucracy WIS
Can deal with administration and legal red tape and get favorable reactions from scribes, civil servents and lawmakers

Calligraphy DEX
Write beautiful script to impress the wealthy and scholarly or for money

Cantrip WIS priest, INT wizard #

Learn one additional zero level cantrip spell from any list you can find a willing teacher, can take multiple times

Cast Hidden DEX #

With a roll the usual flamboyant fx are diminished greatly and thus less traceable to the caster

Cast Motionless DEX #
Can make a roll to cast without gestures

Cast Mounted DEX %
Can cast spells mounted, not actually how to ride any creature

Cast Silent DEX #
Can make a roll to cast without sound

Cast Swimming DEX %
Can cast spells in water, not actually how to swim

Concentration DEX
+4 on rolls to resist concentration being disrupted while spell casting

Counting INT
Can finger count to 10,000 and abacus into millions and handle complex math’s and measurement projects

Craft Fetish CHA 3rd
Can learn to make basic charm which provide +1 bonus to one proficiency, attack or attribute once roll +2 at lv6 +3 at 9th. Each plus equals a day of work.

Elemental Resistance CON

+1 save vs any elemental attack 

Enchant Item INT 5th #
Can learn to make basic items from formula – gain one new one per lv after choosing. One week per plus or spell level or months for other powers

Engineering INT
Can design large structures like castles, bridges, aqueducts, large dams, and other feats of building

Expand Mind WIS priests or INT Wizards #
Can store one extra spell in your mind. Max level equal stat spell bonus (Wis for Priest Int for Wizards, etc)

Illuminated WIS %
+2 resist illusions

Improvise Component INT #

Can find functional alternative components before casting with a skill roll and try to cast with no components with a roll also on the fly

Iron Mind WIS %
+1 save vs charm or mental magic effects

Make Candle INT 3rd
Make candles with spell effects one recipe per lv. Most take one day per spell level

Meditation WIS %
Can cut required rest time -20 minutes per level


Memorize INT
Can rote learn massive information like lineages or books, or quickly remember facts and trivia accurately

Observation WIS

Can observe a subject scientifically looking for patterns, clues, weaknesses and advantages

Petrification Resistance CON

+1 vs petrify or paralysis

Philosophy WIS

Can discuss esoteric cosmology, metaphysics and ethics based on logic and consistent principles

Research INT %
Can research from a document, library or even a book to find clues, spells, formulas or recipes

Research Spell INT 5th #
Can develop new spells need a library and lab. One month per level.

Scribe Scroll INT 3rd #
Can learn to make basic scrolls – one new recipe per lv – must be able to cast spell or read and copy one. One working day per level.

Sense Magic INT #
Can sense for magic from places or objects by concentrating for I round and a roll, 10 ft per level.

Spell Quick Ready DEX #

Have one spell prepared to release in one seccond with a skill roll instead of a whole round. Can respond to surprise and ambush with this one spell and successful roll.

Spell Specialization INT #
Have a favored spell which acts as +1lv

Use Spell Storage WIS for priest INT for wizard #
Keep one spell in a staff or dagger for a wizard or holy symbol or book if a priest, skill roll to activate, Max level equal stat spell bonus (Wis for Priest Int for Wizards, etc)

Xtra damage INT %
+1 dam per dice fx can be purchased 3 times

Xtra duration INT %

+10% duration fx can be purchased 3 times

Xtra range INT %
+10% range fx can be purchased 3 times

Xtra Summoning INT %
Summon average numbers and+1HP per die per (cant exceed max hp) skills taken and stacked 3times

Xtra volume INT %
+10% area fx can be purchased 3 times

MAGIC LORE NWP SET

Air lore Int #
+1 spell level on air spells, -1 victim save

Alignment Lore WIS
Understand the philosophical, ethical and cosmological differences of alignment

Anatomy Lore INT
Familiar with the hypothetical and magical properties of bodies of all kinds of creatures and their organs

Ancient Lore INT%
Know legends and lore of ancients and theory and history of their peoples, languages and treasures

Angelic Lore WIS
Know the lore of the heavenly citadel and its armies or angels and cherubim and seraphim who serve the gods of law and good

Arcadian Lore WIS
Know the lore of the happy hunting grounds where wild tribes folk and beast are free and equal and reborn forever. Chaotic Good

Astrology Lore INT
Can attempt to learn about fate of person or even a nation through studying heavens and charts

Balance Lore WIS
You understand the struggle between law and chaos and can devise how to keep equilibrium between the two

Cthonic Lore WIS
Know of the primal evils from the dark sludge of the dawn of creation who prey on others and cavort with death. Balanced Evil

Demonic Lore WIS
Know of the million chittering demons of the abyss and their furious desire for mindless destruction and plunder. Chaotic evil.

Diabolic Lore WIS
Know of the lords of the nine hells who constantly plot and scheme to draw men into their web of evil. Lawful Evil.

Draconic Lore INT
Know legends and lore of dragons and theory and history of their types, languages and treasures

Dream Lore WIS
Interpreted dreams to find the messages from beyond they contain

Dungeon Lore INT #
Know legends and lore of dungeons and theory and history of their types, inhabitants and treasures

Earth Lore Int #
+1 spell level on earth spells, -1 victim save

Elder Lore INT %
Know legends and lore of spells and theory and history of prehumen primordial epochs and the unhuman age

Elemental Lore INT
Know the cosmic conflict between the elements and their interrelations and spirits

Fire Lore INT
+1 spell level on fire spells, -1 victim save

Giant Lore INT
Know legends and lore of spells and theory and history of giant kind from divine titans to degenerate hill giants

Illusion Lore CHA #
+1 spell level on illusion spells, -1 victim save

Mechanical Lore INT
Can make clocks, water powered machines, windmills, treadmills and other simple mechanical constructions, possibly simple steam power

Nuetral Lore WIS
Understand philosophical middle way between Good and Evil and how to compromise them and get on with living

Modronic Lore WIS
Understand the doctrines of pure law and order in the struggle with chaos in all forms. Pure law untainted by evil or good

Monster Lore INT %
Familiar with the hypothetical and magical properties of all kinds of creatures and their origins

Nature Lore INT
Understands legends and lore of the forces of nature and the magical interactions between the land and life

Necromancy Lore INT #
+1 level on necromantic, death and undead spells, -1 victim saves

Plague Lore INT
Know legends, history an treatents of various illnesses and ailments, +2 to treat disease with healing 

Plane Lore INT
Understands the cosmology of the multiverse and all the plains of alignment or elements

Slaadic Lore WIS
Understand the servants of true chaos which is merely ultimate freedom and spontaneous existence. Pure chaos untainted by evil or good

Spell Lore INT #
Know legends and lore of spells and theory and history of their uses by wizards of old. Can recognise what spell caster doing and possible solutions.

Spirit Lore WIS
Understand the spirit world and the kinds of spirits of all kinds that dwell there, +2 CHA dealing with spirits

Summoning Law CHA #
+1 spell level on summonings, -1 save for summoned beings to resist control

Sylvian Lore WIS
Goodness and prosperity for all life and natural forces. Balanced good

Undead Lore INT
Know legends and lore of spells and theory and history of their uses by wizards of old

Water Lore INT #
+1 spell level on fire spells, -1 victim save