Showing posts with label dwarf. Show all posts
Showing posts with label dwarf. Show all posts

Saturday, 24 November 2018

EMO Class Skills 3 Dwarves & Elves



So more of my bastardizations of BX

Firstly Ive messed with alignment before


Alignment
I have listed specific conduct and possible taboos for main alignments before
will revise these more to include prejudice, intolerance, charity and other shenanigans

nuetral is more or less self interested but prone to juggling good vs evil
too much good or evil hurts you and costs everyone
nuetral aim at avoiding conflict outside own immediate interests

balance try to keep law and chaos in harmonious balance for all
too much law or chaos causes disharmony and destruction
balanced aim at keeping extremes in check



 ⃣  
<Neutral>
 ⃣  Good><Evil  ⃣
 ⃣  LG  ⃣  LE  ⃣  CG  ⃣  CE
 ⃣   Law><Chaos  ⃣
<Balance>

 ⃣  

Core alignments L C G E N B
Compound alignments LE LG CG CE come into conflict with neutral and balanced types
might alter the graphic to be more yin yang but not a swastika
not sure yet but happy with the mandala look
might try do a planar one too...

allows ten alignments to fit on a d10 too

Will present detailed lists of permissible conduct


So this is my task table

for saves and skill checks
optional add level to stat before calculation for easier time if you think is too mean

Prime requisite starts as seasoned for saves
-others require character to select a art to improve and are amateur
-clerics best at saving vs mind control save
-fighters best at saving vs entangle save
-wizard best at saving vs puzzle save
-rogue best at saving vs evasion save
-dwarf best at saving vs poison save
A skill slot in appropriate art makes a character seasoned
-no skill slot in appropriate art is amateur
Rolls based on rolling under stats
-auto always succeed
-full uses whole stat
-1/2 stat uses half
-Bonus requires roll under attribute bonus if any

Eg
stat of 18 half 9 bonus 3
stat of 15 half 8 bonus 1
stat of 9 half 5 bonus 0

i kind have used this for a while but this is formal and simple

i wanted saves to be harder also
centipede poison easy
giant scorpion average
phase spider hard

This is harsher than what i have been using but then i have this mechanic
Partly created to give Will (WIS) bonus something to do for non clerics

Luck Points - second chances

You can pull feats of persistence by sheer will or is it the grace of the gods after all?
Your foresight and persistence get you though stuff

Can have one plus Will bonus number of second chances per session +1
Rogues get one per level
you can spend a art slot to get one more

you can spend these points on:
1) heal 1d4 damage, use this to stop bleeding if below zero HP
2) reroll any dice roll once per session
3) change one spell in your memory to another with superior hindsight
4) have one piece of common equipment you ‘almost’ forgot to bring

possible to use my card bonus system and trade luck points for cards
but that's another story

A few notes here to on exotic arms skills

Anyone can learn one weapon expert skill (+1 hit and damage on chosen weapon)
-fighters and demihumans can learn multiple weapon expert skills
-
fighters and demihumans  can learn one weapon master +2 or weapon specialization +3
Anyone can learn one rank of critical hits (20) to do roll a extra dice damage
-all fighters start with one rank
-fighters and demihumans can learn additional ranks in critical hits at higher levels


Dwarf

Prime Requisite: Vigor; high score grants additional arts
d12HD/3 /
(Average 7)

Arms 3/2 Arts 4/2 Languages 2d4/3
Any armour
-2 unskilled weapons +1 to hit every 3 levels
Any Weapon except 2H melee weapons
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, chain armour, hooded cloak, common robe, 
wine skin, d4 sacks, d6 days iron rations, flints, hat, lantern, lamp oil, 3d6x10gp

Prerequisite Vigor Bonus provides extra Arts +1 Blacksmith +2 Alchemy +3 Blackpowder

Dwarf Abilities
120cm Tall 90cm wide, squat and stout
Males and females have beards and other races cant tell apart easily

-3 base move but carry add Vigor to Might for encumbrance calculations
Dark Vision can see and fight in dark but difficult to see written word, artworks, details
-4 To be hit by larger than human giants, trolls and ogres
Can learn magical arts
-not to do with enhancing spells or familiars
-yes to crafting magic items and weapons and armour
-yes to cantrips, extra luck points, resisting magic, etc
Can learn improved arms skills on axes, swords, crossbows or gun
-
can spend extra arms slot on critical hit at 6th, 12th, 18th
-can learn multiple weapon expert skills, weapon master and weapon specialist skills

8th and 16th gain one extra attack per round with a axe
12th level bump weapon damage up to next higher dice with any axe


1 Mountain Dwarf Subclass
Arms - Battle Axe, Medium Crossbow, Hand Axe
Arts - Architecture, Mining, Listen, Drinking
+1 Weapon Expert (Battle Axe) +2 Fastdraw (Hand Axe) +3 Cleve

Dwarves from under the mountain and hill kingdoms with ruddy skin and brown beards

2 Dark Dwarf Subclass
Arms - Battle Axe, Medium Crossbow, Hand Axe
Arts - Forgery, Taunt, Sneak, Hide
+1 
Shoot Into Melee +2 Brawling +3 Armour Optimise

Most bitter, greedy and evil dwarves banished from homelands and live in the deeps with 
steel grey hair and palid grey skin

3 Wild Dwarf Subclass
Arms - Battle Axe, Short Bow, Hand Axe
Arts - Survival, Track, Scout, Spot
+1 
Point Blank +2 Bowyer/Fletcher +3 Dodge
Most bitter, greedy and evil dwarves banished from homelands and live in the deeps with ruddy skin and red beards

4 Cave Dwarf Subclass
Arms - Battle Axe, Dart, Hand Axe
Arts - Climb, Sneak, Hide, Masonry
+1 
Point Blank +2 Shoot Into Melee +3 Dodge
Hairy savage dwarves who still use stone tools and wear furs, dwell in glacial caverns with black beards

5 High Dwarf Subclass
Arms - Battle Axe, Musket, Hand Axe
Arts - Poetry, Mechanical Lore, Gunsmith, Merchant
+1 
Point Blank +2 Shoot Into Melee +3 Dodge
Advanced mechanical dwarves who use guns and worship the holy cog of law, relativity friendly traders and merchants

6 Fire Dwarf Subclass
Arms - Battle Axe, Javelin, Hand Axe
Arts - Elemental Lore, Jeweler, Incendiary, Fire Making
+1 Weapon Expert (Battle Axe)
 +2 Fast Draw (Javelin) +3 Handgun 
Dwarves from the elemental plane of fire who mine the depths for precious minerals to eat, mostly avoid humans with dark red skin and orange or yellow beards

7 Earth Dwarf Subclass
Arms - Battle Axe, Sling, Hand Axe
Arts - Elemental Lore, Mining, Endurance, Run Marathon
+1
 Weapon Expert (Battle Axe) +2 Armour Optimise +3 Cleave
Dwarves from the elemental plane of earth who mine the depths for precious minerals to eat, mostly avoid humans with dark brown skin and beards

8 Morlock Subclass
Arms - Battle Axe, Hand Gun, Hand Axe
Arts - Mechanical Lore, Repair, Butcher, Feasting 

+1 Weapon Expert (Battle Axe) +2 Brawling +3 Haft Attack 
Evil race of cannibal dwarves, often rainbow hued skin and hair most frequently blue with white hair

9 Derro Subclass
Arms - Battle Axe, Hand Crossbow, Chain
Arts - Poison Lore, Torture, Intimidate, Trap Lore 

+1 Brawling +2 Entangle +3 Disarm 
Evil race of dwarves who hate other life and worship cruelty often with grey or blue skin and shock of white hair

10
 Tunnel Troll Subclass
Arms - Battle Axe, Sling, Hand Axe
Arts - Ancient Lore, Feasting, Climb, Sneak
+1 
Weapon Expert (Battle Axe)  +2 Toughness +3 Incendiary
Hairy kin of giants and dwarves, often at war with mountain dwarves, mostly unknown to humans*

*Troll Reskins could include Halfling=Hedge or Barn or Stove Troll, Elf=High Troll, Gnome=Guardian Troll, Abhuman=Great Troll


Elf
Prime Requisite: Charm; high score grants additional spells
d6HD/1 /
(Average 4)

Arms 2/2 Arts 6/2 Languages 2d4/2
Any armour
-2 unskilled weapons +1 to hit every 3 levels
Any Weapon
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, chain armour, hooded cloak, noble robe, 
wine skin, d4 sacks, d6 days elven rations, flints, pointy hat, lantern, lamp oil, 3d6x10gp

Prerequisite Charm Bonus provides extra Spells +1= extra 1st +2= extra 1st +3= extra 2nd

Elf Abilities
As tall as human but leaner and lighter build
Males and females androgynous at first glance

Dark Vision can see and fight in dark but difficult to see written word, artworks, details
Elves can choose a single spell list from
-arcane as a wizard (gain spells as wizard or as a sorcerer)
-nature as a druid
-divine as a cleric
-mentalism as a mystic
-gain one new spell per level
Can learn improved arms skills on any bows or swords
-
can spend extra arms slot on critical hit at 7th, 14th
-can learn weapon expert skills, weapon master and weapon specialist skills 
9th and 18th gain one extra attack per round on any bows or swords
14th level bump weapon damage up to next higher dice on any bow or sword

1 Bright Elf Subclass

Arms - Sword, Composite Bow
Arts - First Aid, Magic Lore, Ancient Lore, Herbalism, Spot, Listen
+1 Fast Draw (Arrow) +2 Point Blank +3 Shoot into Melee
Typical Starting Spells (Arcane)

-Zero Level Sparkles, Flavour, Scent, Arouse 
-First Level Magic Missile, Light, Charm Person
-Second Level Mirror Image
Good faerie folk who dwell in hills and forests and serve the light, with gold or silver or copper skin and hair


2 Dark Elf Subclass
Arms - Sword, Composite Bow
Arts - Poison Lore, Magic Lore, Ancient Lore, Evil Eye, Sneak, Hide
+1 Fast Draw (Arrow) +2 Point Blank +3 Shoot into Melee
Typical Starting Spells
 (Arcane)
-Zero Level Smoke Puff, Animate Tiny Animal, Snuff Light, Scare
-First Level Mask, Darkness, Charm Person                                              
-Second Level Invisibility
Wicked faerie folk who live in dark woods and caverns and serve the shadows, often jet black or violet or grey or albino skin and hair

3 Eldren Subclass

Arms - Sword, Hand Gun
Arts - Planar Lore, Magic Lore, Ancient Lore,  Astrology, Balance, Acrobatics
+1 Moving Fire +2 Brawling +3 Fast Draw (Hand Gun)
Typical Starting Spells (Arcane)

-Zero Level Stun, Open*, Detect Magic, Detect Direction
-First Level Sleep, Floating Disc, Fog Cloud                                              
-Second Level ESP
Travel other worlds
 and serve the quest for magic knowledge, with coloured hair and skin in any rainbow hue

4 Sylvan Elf 
Subclass

Arms - Sword, Long Bow
Arts - Plant Lore, Beast Lore, Ancient Lore, Track, Survival, Marathon
+1 Moving Fire +2 Point Blank +3 Shoot Into Melee
Typical Starting Spells (Nature)

-Zero Level Calm Beast, Cauterise, Sting, Healing Berry
-First Level Animal Summoning 1, Spider Climb, Speak to Animals                                         
-Second Level Summon Swarm
Live in forests and woodlands and serve nature with green tinted skin with leaves for hair with seasonal flowers


Outsider Subclass (Grey)
Arms - Sword, Hand Gun
Arts - Astrology, Navigate, Cryptography, Sneak, Spot, Run Away
+1 Alchemy +2 Repair +3 Illumination
Typical Starting Spells (Arcane)

-Zero Level Calm Detect Evil, Cure Petty Wound, Disrupt Undead, Holy Aura
-First Level Magic Missile, Mask, Sleep                                   
-Second Level Levitate
Live beyond the sky and serve alien gods, grey skin, large black eyes, hairless, pointed skulls


Celestial Subclass

Arms - Sword, Short Bow
Arts - Magic Lore, Ancient Lore,  Astrology, Holy Lore, Spot, Dance
+1 First Aid +2 Healing +3 Lay Hands
Typical Starting Spells (Divine)

-Zero Level Calm Detect Evil, Cure Petty Wound, Disrupt Undead, Holy Aura
-First Level Cure Light Wounds, Light, Bless                                      
-Second Level Hold Person
Live in paradise and serve the gods of good, alabaster or ivory skin and hair, some have feathers for hair


7 Diabolic Subclass

Arms - Sword, Dagger
Arts - Occult Lore, Ancient Lore, Carousing, Bluff, Seduce, Streetwise
+1 Sleight +2 Brawling +3 Escapology
Typical Starting Spells (Arcane)

-Zero Level Calm Detect Good, Smoke Puff, Coin, Wizard Hand
-First Level Burning Hands, Charm Person, Magic Missile                                   
-Second Level Fire Shuriken
Live in hell and serve devils, have tails, yellow or red or orange or jet black skin and hair


8 Serpentine Subclass
Arms - Sword, Short Bow
Arts - Occult Lore, Ancient Lore, Evil Eye, Hypnotism, Dragon Lore, Plane Lore
+1 Disguise +2 Bluff +3 Lip Reading
Typical Starting Spells (Arcane)

-Zero Level Wizard Hand, Whisper, Palm Size Illusion, Spark 
-First Level  Shocking Grasp, Charm Person, Mask                                   
-Second Level Mirror Image
Reptilian race of ancient wizards and conquerors, now fallen and hidden. W
ith reptilian eyes, snout, forked tongue, hairless and scaly

9 Blood Elf Subclass
Arms - Sword, Short Bow
Arts - Occult Lore, Ancient Lore, Evil Eye, Hypnotism, Butchery, Torture
+1 Disguise +2 Bluff +3 Lip Reading
Typical Starting Spells (Divine)

-Zero Level Detect Life, Calm Person, Stun, Open
-First Level Command, Know History, Hide Alignment        
-Second Level Silence Sphere
Race of fallen evil elves who drink blood and eat flesh of humanoids, they are pale albinos who once ruled and empire of dark magic


10 Bone Elf Subclass

Arms - Sword, Short Bow
Arts - Occult Lore, Ancient Lore, Trance, Alchemy, Sneak, Hide
+1 Quick Draw (arrow) +2 Point Blank +3 
Shoot into Melee
-Zero Level Exterminate Pest, Scare, Animate Tiny Animal, Snuff Light
-First Level Feign Death, Cause Fear, Ghost Light    
-Second Level  False Life
These are necromancer tainted wicked fallen scrawny elves with with yellowed or grey semi transparent flesh who practice foulest magics, most live underground in hiding

Monday, 12 November 2018

Guns


Ive done a few versions of this but handy in one spot
1" = 10 foot of 3 yards indoors or 10 yards out doors
black powder weapons misfire 1 in 20
If wet can raise to 2 or even 4 in 20


Guns
Holdout Pistol d4 6 rounds to load Range 1/2/3" 600gp
Small Pistol d6 8 rounds to load Range 1/2/4" 800gp
Large Pistol d8 10 rounds to load Range 2/3/5" 1000gp
Dwarf Pistol 2d4 10 rounds to load Range 2/4/6" 2000gp
Hellfire Pistol 2d6 10 rounds to load Range 3/6/9" 4000gp
Light Musket d6 8 rounds to load Range 3/6/12" 1000gp
Musket d8 10 rounds to load Range 4/8/16" 2000gp
Dwarf Musket 2d4 10 rounds to load Range 6/12/24" 2500gp
Hellfire Musket 2d6 10 rounds to load Range 8/16/32" 5000gp
Arquebus d12 uses bipod 10 rounds to load Range 6/12/24" 3000gp
Dwarf Arqubus 2d6 uses bipod 10 rounds to load Range 8/16/32" 4000gp
Hellfire Arquebus 3d6 uses bipod 10 rounds to load Range 10/20/30" 6000gp
Blunderbuss d6/d4/d2 10 rounds to load Range 1/2/3" 800gp
Dwarf Blunderbus 3d4/2d4/d4 10 rounds to load Range 2/3/4" 3000gp
Hellfire Blunderbus 3d6/2d6/d6 10 rounds to load Range 2/4/6" 5000gp

black powder skill halves loading time 
using ammo of superior guns destroys a gun unless magic

Accessories

-Waterproof mechanism 1000gp
-up to 4 extra barrels +50% weight per barrel +100%gp per barrel
-knuckleduster d3 punch on pistol +10%gp
-heavy stock d8 instead of d6 as 2h club +10%gp
-iron sights +1 to hit +10%gp
-long barrel improved range 20%, +30%gp
-pistol bayonet d4 handgun as dagger +10%gp
-longarm fixed bayonette as spear +10%gp
-detachable bayonet (as dagger if removed) +20%gp


Explosive & Incendiary* 2lb each
Grenaide 2d4 1" radius, light fuse and throw STR x1" 2lb* 50gp
Mine 3d4 2" radius save halves, various fuses possible 6lb, placed or as a trap* 300gp
-usually fuse lit and smoulders, bumping it or trip line sets it off

Burning Oil 2d4 1" radius, save or burns 1pt d4 rounds, light fuse and throw STRx1" 2lb* 30gp
Hellfire 2d6 2" radius, save or burn d3 for d6 rounds, light fuse and throw STRx1" 2lb* 100gp

*Explosive weapons can be saved to resist
in most cases this halves damage or prevents incendiary effects
save means you dived for cover and mostly prone after


Range and Misses

short STRx1 medium thrown range STRx2 and STRx3 long

Short Range = STRx1 1d6 yards off aim on a miss
Medeum Range =STRx2 -2 hit 2d6 yards off aim on a miss
Long Range =STRx3 -4 hit 3d6 d8 yards off aim on a miss


d12 for compass direction of bounce

Rocket Arrows

rocket arrow tube d6 on us Range 2/6/12" 10gp per shot - one use
1 to 3 on a spear or pole arm handy
Cart with 30
Waggon of 400

Experimental Operations Command Weapons
Gloch Pistol 9mm 2d4 Rate 2 Range 2/4/9" 20 shots
MP5 SMG 9mm 2d4 Rate 2 or Burst20 Range 2/4/9" 40 shots
-often silenced suppressed versions with a night scope
Pistol .45 Magnum revolver 2d6 Rate 2 Range 2/4/9" 6 shots
Aug Steyr Assault Rifle 5.56mm d6 Rate 2 or Burst10 Range 10/15/30" 40 shots
SLR 7,62mm 2d6 Rate 2 or Burst10 Range 15/30/60" 20 shots
Spas 12 Gauge Shotgun with 12 round drum 3d6/2d6/1d6 Rate 2 Range 3/6/9

Burst fire (kinda ripped from older brp)
B10 = ten shot burst, most automatic rifles and shotgunsB20 = 20 shots burst, most sub machine guns
If aim at a group, no range penalties
-lose bullet between each target medeum range
-lose half bullets at long range

Everyone in group gets minimum of one bullet
Divide bullets among targets for maximum number of potential bullets that can hit
Randomly roll from 1 to potential hits number to see how many actual hits

eg from a 10 shot burst short range
1 target d10
2 targets d5 each
3 targets d3 d3 d4 bullets
4 targets d2 each one takes d3
5 targets d2 each
8 targets 1 each two targets take d2

The F1 Fragmentation Grenade* 1lb

Fragmentation - 14 ounces HE mixture and 4000 x 2.5 millimetre steel balls
Lethal Radius - 2" yards 3d6
Casualty Radius - 5" yards 2d6
Danger Radius - 10" yards 1d6-1


Range and Misses

Short Range = STRx2 1d8 yards  off aim on a miss
Medeum Range =STRx4 -2 hit 2d8 yards off aim on a miss
Long Range =STRx6 -4 hit 4d8 yards off aim on a miss
d12 for compass direction of bounce

*Explosive weapons can be saved to resist in most cases this halves damage
save means you dived for cover and mostly prone after

Saturday, 24 March 2018

Terrible Campagn Ideas: Narnianise your Frontier

























One of the things I liked in Narnia was the armies of mixed fantasy creature armies who kinda lived in similar areas. Id like my extreme wilderness areas to be more like this. That humans are intruding on ancient beings with aeon old pacts and customs. Strangers don't know the taboo places where man must not dwell. Or the lair of that spore dragon. The local freakshow of sentient beings trust each other more than they do humans, especially civilized humans, the worst of all. That wiegt, dryad, ghoul, ogre and minotaur know civilization will kill them all without a trace becase it happened where ever civilization left. These cultures are more like the timeless dawn age before man was born or chaos broke the world forever.

More and more in my settings beastmen, forest spirits, kindly hedge trolls, hedgehog men, wild forest savages hairy all over. Faerie folk (weirdo magic spirit people) and sylvan folk (more greek/middle eastern myth) elf maidens, dryads and other petty divinities are common enough you might see a few a year if you travel. Farmers would know several local non human beings and possibly have spoken to one. People leave out offerings for them. Dwarves, trolls, goblins even undead might be lived near and respected. Some fronties might be more violent and strangers from the heartland might not care about local traditions and alliances.

Bat basically the frontier could be less about fighting human barbarians, or orcs or demi humans (but that can all happen too) but their are many other types of beings in a true wilderness and humans are rare in such places or even thralls of non humans. Beastmen the huge warrior ones, the minotaurs and even the small mostly nice ones (lots like halflings) and talking animals are more common (1in10 or 1in6 or 1in4). Many of these older orders will unite into irregular hordes of demihumans, animals, giants, dwarves and whatevers will arise to fight civilization. Even races who hate each other will unite to keep out armies of man and many wild men and barbarians and country folk will join them. Many have fled into the wilderness to live with the old races than the yoke of civilization.

The first table is for a more typical frontier folk in a wold where humans are dominant but there are wilderness areas where even savage men won't got where non humans rule. The second table is more strange factions of creatures that I'm suggesting could be more common and alien and scary to deal with and not just evil. The have good reasons to keep humans hedged in manland.

d12 Standard Frontier Peoples, kin of Man
1 Barbarians, rougher tribal peoples often settling and invading civilization with own savage gods
2 Nomads, clans who long ago fled civilisation and have no love for it, worship beasts and anscestors
3 Wild men, clothless savages who worship beasts and trees and shun civilization
4 Dwarf clan, often with a well built and fortified settlement or dungeon
5 Elves, various tribes some civilized some savage or both, often have hidden settlements*
6 Halflings, most common and sociable of the small folk in secluded or hidden villages
7 Gnomes, crafty magical men, old and wise spirits of the land, live in hidden villages
8 Goblinoids including hobgoblins and bugbears and some other breeds live in dark  hidden villages*
9 Orcs of various races and strength live in fortified camps and villages for raiding
10 Beastmen of various sizes live in hill fort villages and often live alot like barbarians*
11 Trolls there were many troll races some ancient and wise and magic others common and small*
12 Giants including ogres, cyclops, titans and various tribes live in caves or crude forts
*smaller forms of these races can be made by reskinning a halfling and are 2in6 of the population

d12 Petty Divinities and monsters
1 Tree folk from giant ones to some more like people including changeling spirit tree folk
2 Water spirits and divinities including merfolk, elementals, nyads, lake serpents
3 Sylvan divinities including dryads, hags, faeries, satyrs, centaurs, fauns and many others
4 Faerie folk in all their variety with possibly with goblin and human slaves and pets
5 Beast spirit folk are changelings who shift from man form to beast form and inbetween
6 Hybrid magical beings like sphinxes and chimera are minor divinities and highly territorial
7 Reptile folk often hidden for aeons with various races and pet reptiles and dinosaurs
8 Dragons and many related species and reptilians, kobolds and draconians
9 Great Beasts are intelligent often magic animals, they consider beast folk their kin not man
10 Sea horrors are a great undersea horde of elder evil who occasionally colonise fresh water too
11 Abominations are monsters and hybrids and mutants shunned by all, bitter venom of the gods
12 Undead haunt some areas but the locals respect and know them and even consider them kin

Obviously the boundaries in some of these overlap. Some might be natural allies at times other times enemies. Many would ally or fight the humanoid factions. Anyway make your trips beyond even the barbarian wilds to where man does not go more alien. Make your wildernesses horrible supernatural battlegrounds where a local guide can keep you safer than a weapon or spell.

My invasion table sets are about a classic rpg kingdom being invaded. I will eventually run them as a invasion a year return of the old races campaign. Will set more of my setting up so when I run it the breaking and change will be more interesting. It will leave the world a broken post apocalypse world of magic where humans villagers hide in dungeons then flee int the deep to escape, where humans are in retreat and rely on alliances to survive. Worse man could remember until recently was almost complete in conquering the world. Well the profitable bits anyway.

Friday, 19 January 2018

d100 Tiny Doors In Trees



Teeny weeny folk live inside trees and sometimes you can see them. Especially when you journey up a magic tree that connects to the great cosmic tree and before long you are in between all worlds. Seeing a tiny door most people will tell you to just go and don't come back and don't even talk about it. Some faerie folk are secretive and willing to silence a troublemaker with a curse or crippling illness or kidnapping. Because children see faerie things better than adults children often end up in faerie forests and most end up serving elves

When in faerie type lands most mortals are called children or son or daughter or boy and girl. Everyone looks puzzled by other suggestions. Witches are common here and don't seem to be a menace here for some reason.

"This place is more likely to make you fat than dead"

Doors can appear in trees, rocks, hills and even houses but mostly in trees close to faerie land.

What is in there?

1 More like a fancy closet or just enough to sleep inside and store some stuff
2 A single room tiny cottage that is cramped but functional
3 Several rooms with a private bedroom and storage space
4 Cottage with bedroom and lots of secret storage chambers and a safe room
5 Several level apartment like cottage with additional storage above and below
6 Several connected cottages or apartments usually with extended family inside
7 Fancy lodge decor with several guest rooms and servant rooms, cellars and attics
8 Huge sprawling manor house d4x10% is abandoned or sealed up any anytime for reasons
9 Elevator up or down to a large mansion with 30 odd rooms
10 Elevator takes you to another universe or dimension of some kind

What lives in there? (occasionally do a d4 cohabs)
1 Talking animal small to medium humanoid size
2 Beastman of various types but often squirrels or mice
3 Changeling animal, plant or nature spirit in human form
Wood elves most common but other elf types like dark or bright elf types 
5 Gnome of various tribes denoted alignment by their hat colour, some are mean
6 Other humanoid d4 1=halfling 2=forest dwarf 3= 4=
7 Magic human d4 1=witch 2=wizard 3=priest 4 druid
8 Sylvan Being d4 1=faun 2=dryad 3=satyr 4=hag
9 Humanoid d4 1=goblin 2=hobgoblin 3=bugbear 4=tree kobold
10 Unique magical humanoid or planar being or spirit in physical form

What are they up to now?

1 Cooking a meal or a snack
2 Doing repairs around the house
3 Cleaning the house
4 Working on hobby or craft
5 Writing a letter or in journal

6 Have guests for tea
7 Helping a friend in trouble
8 Reading or studying
9 Emptying chamber pots
10 Evoking arkane forces of eldritch power

Is there anything they need?

1 Fetch me a recipe from this person at this address dear 
2 Need you to do household chores like cleaning or laundry
3 I need one delicious ingredient i really miss
4 Magic momento stolen by someone, bring it back please
5 Help deceive minions of the dark forest lord
6 Get one thing from a witch by fair or foul means
7 Get this thing i want off a faerie or elf
8 Get a gnome to build something
9 Get a potion from a magical person or elf
10 Fetch me a pretty thing to decorate my house

d10 Tiny door decor

1 Lovely brass knocker
2 Postbox slot
3 Bell
4 Big lock and bar heavy door
5 Peephole for occupant to see visitors
6 Name of resident on a sign
7 Grumpy note on door to someone
8 Name of cottage on a plaque
9 Good brush doormat
10 Curtained window

d100
 Tiny Doors In Trees
01 Red door of a friendly gnome offers you poppyseed cake and ginger beer for big boys
02 Blackdoor with elevator to a mansion of evil gnome slavers who have several children and a bearboy captured so far
03 Human kids live here, they get free faerie treats and don't want to go home
04 A red haired jolly dwarf happy to share a beer and local gossip over a smoke
05 Black haired angry dark dwarf hates visitors offers them sour beer and rotten meat
06 Moggug a goblin youth always up to pranks for the faerie trickster chaos god
07 Mr Moony lures mortals in house with drugged candy, sells to moon men as slaves
08 Korindell a dryad and her four charmed adventurer lovers, she would like a few more
09 Lysandra a dryad who is kind and has sprites and brownies fawning over her
10 Kaboonash the tree man will tell slow rambling tree stories and offer you honeycomb
11 Mara the elfin baker makes delicious cakes that increase your faerie nature over time
12 Magulp the witch usually mixing a potion and fairly lonely and wants conversation
13 Mr Squirrel worries that other squirrels are winning the war over a cup of tea 
14 Faun who likes checkers, poetry and serving guests cakes and grape juice
15 Nannygoat looking after a few local animal babies with a apron on clumsily makes tea
16 Jolly treecat invites you in for stew, but don't tell anyone it's squirrel stew 
17 Mrs hedgehog and her two fat sons, they welcome you in their cramped home
18 Mr Tree rat lives here with his children anter an eagle ate his wife
19 Grumpy Mr Hobgoblin is sick of kids pranking his door, he waits with chamber pot ready
20 Witch offers candy and lemonade, magical sugar makes you drug addict for life
21 Bunnyman who's kids were killed, now hates human children and invites them in for cake
22 Beaver family crowding over kitchen table playing dominoes laughing 
23 Goblin who warns human "children" about the elves and their interest in slavery
24 Hobgoblin flasher will drop his towel and swivel his hips lewdly
25 Dark elf grannies would love to have some young people over for dinner
26 Working class squirrel doesn't want a bar of you stuck up humans dirtbags
27 Squirrel thespian society needs you to read parts of a newly written play
28 Frog bard wants you to hear his new love song "i can feel your heart beat inside me"
29 Pigeons family look nervous about to have dinner relieved if you don't eat them 
30 Swanmay house where she has two "sisters" staying over and is too busy to talk
31 Goblin lives here where he stocks his snack pushcart that he sells faerie treats from
32 Dark elf witch brewing potions with her pet spiders, she is curious about strangers
33 A bugbear invites you in to crack open a candied head, a delicious treat he is fond of
34 Mrs bunny has lost her children and is wondering if you could check on mr fox
35 Mrs Doomdrake the duck widow and she is waiting for her hot date Mr Fox to arrive
36 Mt Tortle lives here and is teaching various animal children the litracy
37 Alf lives here offers elf cake and elf beer while his familiar fetches the elf slavers
38 A wise old centaur healer and prophet lives here he will heal any one good for free
39 Mr owl lives here and is unimpressed if woken in daytime as he works late shift
40 A frog dandy lives here and wants to try out his exotic magical fattening treats on you
41 An ancient elf here paints naked elfmaids and always asks visiting ones to pose, he has over a thousand of these paintings in his attic
42 An elf matriarch lives here with many pictures of her many children. She offers to knit things for visitors and rambles on about the god wars in the dawn age she saw
43 A satyr alcoholic lives here with his wine making supplies and he will always offer drinks
44 Mrs Wren lives here always baking seed cakes for young birds in her family
45 Mr Robin is a vain bard who loves his beautiful red chest and sings about himself
46 Insect band is staying here till they can get some gigs. Mostly they starve and practice. They are pretty good and deserve a brake
47 Mr Newt lives here and he makes a living from visitors who pay him a sliver to lick his hallucinogenic skin. He smokes cigars and is kind of depressed
48 Mr bear lives here writing poetry and wishing he would be a famous poet. He is terrible as a poet but it keeps him alive when not drinking. He is really good at drinking and goblins deliver daily
49 Shifty goblin bootleggers live here avoiding tax and selling sly grog. They might threaten you if they think you will blab
50 Bugbear clown lives here because of all the children he can scare, is quite unpopular
51 Nilbog lives here and only talks backwards gibberish and throws up feces for guests

52 Norker goblin lives here thanks to goblin housing scheme, he just wants to club and bite people
53 Small formarian horror lives here is hideous and causes fear but desperate for true love
54 Crazy goblin shaman lives here making potions and can sell random ones but he forgets what they do
55 MrJip the monkey lives here with his wife and wants to talk about his lord and saviour the sun god to you if you have a meal with the family
56 Grandmother Goose lives here a local amatuer detective and sage well respected by locals and always stalked by Mr Fox her arch enemy. She almost always has a guest over and often is solving a new case about half the time
57 The frog prince lives here but a wizard stole his sweetheart and polymorpherd her into a human. He pines for her and has forsaken his kingdom. Dad has offered a wish to who makes the son happy  
58 Grandpa Withershins lives here a bearded old hermit thousands of years old from living in faerie land mostly. He offers advice and best dining tips in the area
59 Mr Pidgeon collects coins and will show his precious collection while Mr Fox peeks through the windows
60 A Mr Fox lives here in hiding from the law with a poison heavy crossbow waiting by the door
61 Witch Ashley lives with her hellcat Maggogmog. She would happily make biscuits for visitors and tell them amazing stories exploring other dimensions with her cat and drugs
62 Gateway to a invisible elven castle overlooking human lands possibly on a island
63 Goat, a chicken and a gnome live together. Welcome strangers in for a drink happily
64 Gnome tailor makes pants for all the best dressed animals, a bit snooty but fair
65 A wild elf boy who never wants to grow up will live like this till something bad happens
66 Werewolf lives here trying to avoid being tempted by living beings which he lusts to murder, he often has some other lycanthrope over to stay
67 Gateway to a gnome village in hills in gnomeland
68 Gateway to a dark forest filled with undead and cursed ruins of the plague era
69 Werefox lives here pretends to be girl in hiding and invites strangers inside to stay
70 Family of were rats, one is a minor wizard in human form. They all try to pretend to be normal
71 Hobgoblin seems friendly as long as you don't swear or mention the war

72 Goblin who collects fancy shiny gewgaws and trinkets, happy to trade or offer info
73 Cross dressing werewolf currently is dressed as "grandma" invites you in for tea
74 Nearly blind old witch with ear trumpet, easily confused but friendly
75 Gateway to a dark elven wood with spiders and humanoids and lycanthropes and witches
76 Gateway to a bright elven wood with treefolk, animals, centaurs, dryads and more
77 Several batchelor rabbits, layabout drinking and smoking and talking about girls 
78 Old mr badger knows about everyone and lots of local history
79 A blue hat gnome lives with a owl and a rabbit who all play boardgames
80 Three witch sisters who like to knit, play cards and occasionally eat a guest
81 A family of bluebirds singing together, will invite guests in for seeds and water
82 Old lady hobgoblin will invite you in for cookies and complain about elves for hours
83 Gateway to a cavern underland near a great cave elf city. They have strange ways
84 House is full of nuts and a cramped but happy squirrel
85 Bored gnome children who want entertainment and offer keys to dads liqueur cabinet
86 A elf boy and a squirrel live here together but their families don't approve
87 A household overcrowded full of sprites or brownies or pixies
88 Leprechaun polishing his gold coin collection will tell sad stories about old days
89 Family of blackbirds worried someone is planning to eat them all up in a pie
90 Gateway to the happy hunting grounds were most souls reincarnated as animals and may evolve into beastmen or spirit animals or intelligent animals
91 Dwarf a black squirrel and a mole live together and like looking for treasure
92 Black hat gnome has several human child slaves cleaning and cooking, he invites guests in and has children serve high tea but whips children who are clumsy
93 Owls meet in this lodge to discus secret happenings and unseen forces, non members not allowed

94 Family of halflings make a good living selling pastries and cured meats
95 Family of wild boar with idol of the forest lord seated at their kitchen table
96 A family of toads croaking and playing checkers and eating grubs
97 A wood golem who insists he is a real boy has lived among animals for decades
98 Deerwoman who is kind to strangers and offer first aid and food
99 Crotchetey old dwarf drinking alone flings feces at anymone knocking on his door for another bloody intervention
100
 Petty god like the turnip god or some similar oddball character

Thursday, 10 August 2017

Classes to create or kill off...


This was a thing I responded on a thread on a G+ by Richard G expanded here.

DnD considered as rooted in fantasy lit or mythology is a failure and i cant really be bothered caring anymore - im far more upset by what it did to mythological monsters that is now accepted as cannon by millions who don't even play the game - I prefer wikepedia monster descriptions to say second ed long winded ones - at least 1st ed is brief and I prefer lots of the BX versions and creatures like salamanders and devil swine.

If I want to be more literary or mythic or historical gritty i play RQ. DnD is its more oafish cliched older brother but the simplicity and heroic scaling is a different kind of fun and its better not to ask too much about it's credentials in realism and focus on having fun. Part of DnD fun is power gain from puny to so mighty i can jump off a cliff or kill a hundred orcs by myself. In RQ a kid with a rock might kill you still and killing a hundred men at once is always going to be a risk and an effort. In stormbringer I could release a god of chaos into the world to get out of a pit. Im ok with DnD being a bit kitch like star trek and starwars.

Paladium RPG and some dnd knock offs handled weird classes better. I really liked diabolist and elementalist. 95% of my rpg collection is classless.

Lots of debates online flooded with bard and cleric haters.

Im fine with clerics though not convinced they were quite right - the shukenja in OA seems more priest like - the dnd one a mash up of templar and prophet and miracle worker and hammer horror holy man. But for dungeon adventuring it works. I think the new eds handle cleric as healbot worse - second ed specialty priests were promising but lots of work to create for every cult in your setting.

Im not sure if paladins are needed as well - id just let a fighter pick up some levels as priest in a specific order

Outside 4 classes gets harder to justify
I like druid monk sorcerer bard as second tier specialists and have hesitated for years introducing more - but have considered witch/alchemist/mystic/shaman - assassin/knight/barbarian/ranger/paladin/seem just slightly modified versions of existing classes and not that distinct, possibly created with some dual classing and skill choices while
witch/alchemist/mystic/shaman could require radical new abilities or spells.  I have a whole psionics system done as standard spell list because I hate having crazy new broken mechanics when the spell-level system works and is already a feature of the game.

Ive allowed elves to pick one spell list like wizard or cleric or druid or psionics in game and it worked fine. In fact better than fine and has had no problems and made interesting sub races and reskinnings. Wood elves use druid spells, bright and dark Elves use wizard spells, high elves use cleric spells. Has made for interesting characters.

Nobody played a thief or halfling in any of my games from 85-2010 until I modded them with a few more hp, made them the skill specialist class and gave them luck points to make them take incredible skill risks. In BX they are only good for sneaking and as puny as wizards. Gord the Rogue in Gygan books didn't fit the puny backstabber mould very well.

Too many specialized and setting specific classes are silly but racial classes are more interesting but i probably have enough of those too - dwarf/elf/gnome/halfling are fine but ive considered scrapping halfling but ive had fun reskinning basic races except the dwarf which doesnt seem to be as reskinnable - elf makes a good half demon, dark elves, angelic all kinds of snooty magic folk. Halfling can be ratlings or hedge trolls and possibly goblins. Gnomes I use for ppl who wanna be short and magical and because players kept marrying them and interacting with them and getting reincarnated as them.

As for other races I have giants (who gain a d12 inches a level and go from humans to mutant horrors and usually change class when getting in doors a problem. Changelings which has many subtypes from animal, to planar to nature spirits based on OA spirit folk and animal spirits. I did beastmen which i had to rename abhumans because ppl wanted to do them as rock men, ice men and we also found them pretty good for barbarians and orcs.

Changeling unicorns and angels were interesting characters and the above art tells me psionic dolphin changelings on Psychon could be a thing.

My final race is Tako - japanese octopus fairies who moved onland and are most alien and players use for strange sex acts. Also because my game is elfmaids and octopi. I can resquid i mean reskin them as squid, nautilus, ammonites and possibly as insect men.

For some reason I have to make all my new races/classes as sets of 4. Some weird compulsion to do things in fours and make myself work harder. This is a weird problem I have with lots of my projects and is slowing me down in Xor too.

Nowdays I ask can a proposed class or race "could it just be a reskinned old one" test.

Im pretty happy with my reskin everything as troll types last blog.I love RQ trolls and moomintrolls and love idea of nicer trolls in all shapes and sizes behind stoves or in barns (dnd classic trolls are chaos cult living cancers gone insane from black magic). I can reskin the basic versions of  races to make trolls - elves for pretty snooty magic race trolls, halflings for hedge trolls, gnomes for magic roof trolls, dwarves without size abilities as warrior trolls. I could do talking animals also possibly with reskinning.

I have been playing LOTFP with Xor for a while because I have only played intermittently the last 18 month not my own house rules and classic setting but hope too again. My next house rules set will be about cutting back rules and stacking abilities and only viable classes without reskins are magic list based or goats.

these tables are my core classes
https://www.flickr.com/photos/konsumterra/15201407721/in/album-72157631656547261/
https://www.flickr.com/photos/konsumterra/15201409581/in/album-72157631656547261/

 I have considered witch might have access to all spell lists but has some radically new mechanic like spells require premade fetish objects that are expended when cast or have a skill roll or something and until i find it witches better done by sorcery or wizardry or even druidry. Witches could just be a legal term for illegal spellcasting. Alchemy I consider because I remember seeing a good Dragon mag class I still might use as inspiration when I feel like writing up a hundred odd alchemical potions including making dragons and hermaphrodites. Alchemists seem a bit like they would summon elemetals and golems too. Speaking of which should be 1HD elementals. A class that spent money to make magic could be a problem and I need to be careful.

If I do what I plan with trolls and shamans Im dangerously turning my dnd into RQ a bit. Shamans are alot like shukenja just need to work out how to jig turning into spirit wrangling. I want more spirits in my DnD like OA has. Strangely my psionics list suits them well. Ive considered a psionics class the mystic based on this spell list that comes out a bit like some of the more modern takes on magical assassins. Anyway all these class ideas take more work than reskinning my existing proven ones. Im happy for anyone to change class a number of times = to INT bonus so this lets me get elf theives and dwarf clerics and giants to become fighters when dungeons start getting too small. I have toyed with system to let people get a few cleric spells if they prove to gods and powers they are alignment fanatics who take a oath or taboo every level. I made one of the worst of my spell per level tables (on the flickr links above) future ready in case I do make paladins or rangers a thing.

Nothing set in stone as yet and most of these are problems which can wait till I have a long term game that choices will enhance. With short term games LOTFP, BX or even my simplified Fighting Fantasy system are fine. Though I am for STR = damage bonus which made me strike blueholme ed from my list for kids because they all want damage bonuses and I don't believe it enhances roleplaying to not make strong people effective at damaging.

I did do a robot class with the robot "spell" list applicable to cyborgs too so a cyborg class would work. A mutant class is pretty viable with all the mutation lists i have done and needs testing. A psionic class would fit here possibly too as I need to do classes in fours.

A note on my settings
Planet Psychon is for gonzo, genre mash up anything can happen but less suited to horror or subtler moods.

Exile Island/Shadelport is based on 80s UK games - a bit more gritty and horrible than anything TSR would do and influenced by nastier end of history - its a world made for murder hobos and better for classic fantasy and horror.

If I do gritty historic or mythic fantasy its off to BRP/RQ...

I did once use Marvel superheroes for a game which was great for magic but and characters semi divine heroes but they kept tearing dungeons apart and destroying architecture and scenery which is something superheroes do but doesn't quite feel fantasy or mythic when every fight destroys a building.

Sunday, 9 April 2017

Poodle Power & Characters for Xor vs LOTFP







So this is some background character stuff for my next Xor playtest using Lamentations rules hopeful shortly. Then Im back to Sydney to work a month as my qualifications not recognised in Adelaide. Hope to get some more game happening when I get back. One day in Syd doing live art at Music fest at my $100 a hour rate hich I need to get back to doing these gigs. Luckily I'm feeling tougher and I have a secure home in Adelaide now so life much improved. catching up on lotsa TV.

Character Gen
Lamentations of the Flame Princess - English Civil War vs Xor 1642
Roll 3d6 once for each DnD attributes in alphabetical order
If you roll under 9 the thirds and any more become a 9
Weak stat below 9 means a interesting wound or illness struck you

Everyone is working for the King Charles also leader of High Church of England
He is son of King Jame 1st of England and VI of Scotland and wrote the bible and on demonology
Players If English are Publicly Royalist enemies of the Puritan Parliamentarians
Scots may be Presbyterian and Irish are catholics
All non catholics are protestants who hate Catholics more than they hate each other

Nonhuman classes are pretending to be human
Dwarves are just short hard working people often miners, smiths or jester
Elves are effete dandies who fit in with Royalists and are all chaotic
Halflings are just short commoners from the country
All Priests Lawful
All Wizards and Elves Chaotic


Prince rupert and boy a white poodle trimmed and drawn to be lionish
reputed to be a witch dog immune to non magic weapons under +1 or silver
The Devil Poodle can swap it's attack to catch a bullet or missile
Super Inteligent, talks, is actually a bitch, shape shift into a woman, can find treasure
Accused of being a lady Lap shapeshifter or Lucifer in disguise

HD 4+4 AC as chain Att 1 Bite 2d6 MV 15"

1d8 Secrets and Gifts (to put on cards)
Let players roll to see who picks from these first or highest wisdom first to lowest roll off tie wisdom scores. It's all about knowing how to live best to get choices and will to do so.

1 Catholic Agent - Jesuit or Franciscan agent of the Vatican sent to spy on England
Is literate and knows Latin, French and several dialects of Italian 1in6 Diplomacy Skill and you have a impressive cross that is also a concealed dagger. You are trained and permitted to join other sects and follow the rituals of others to keep your secret identity. You have been a spy, an assassin and saboteur in the name of God.

2 Puritan Spy - Agent of Parliamentary forces sent to spy on Royalists
Is part of the modern military apparatus and dirty warfare 1in6 Spycraft Skill. One poison potion (small tasteless) and Invisible Ink exposed by vinegar or heat, hidden quill and paper, d6 pigeons. You are trained in use of codes, concealing messages, sabotage and have a well trained memorise skill 1in6 ability to remember pages of documents and maps in a sitting

3 Witch - Follow the forbidden old ways and are publicly hatedWise using herbs and healing skill 1in6 chance healing a HP per person per day
Has a healing d8+1 potion and a pocket pet - d4 1=rat 2=cat 3=toad 4-tiny yappy dog. You carry some herbs and bandages, and a fetish doll. You are a healer of the old ways. You have a well trained per can perform various duties like watching you in your sleep, keeping mice and bugs away, warning you of supernatural things near, etc. If you are a priest you can  use druidic spells from AdnD and shape shift into a animal instead of turn undead.

4 Witch Hunter - You worked in the lucrative field of tormenting innocents You use torture to extract confessions to anything and keep witnesses afraid 1in6 skill
You have a trunk from your days as a Witch hunter including, pistol, whip, sword, noose rope (40 foot), cord for tying victims and strangling (40 foot), torture tool kit, copy of Demonologic by King James. You hunt lonely old widows, the disabled and other scapegoats then make mob pay you for leading them in comunal murder. Someone usually gets the victims property and you often get first pick of the victims goods.

5 Accused of Witchcraft -You are a innocent on the run and hopes to leave the country
You have become adept at falsifying documents with a 1in6 forgery skill
You carry a d4 false sets of ID papers and letters introducing you from nobility, church and state plus forgery supplies including fake seals. You have been on the run and living with shifty criminals, bandits and doing whatever it takes to hide your old life where you are wanted as a witch.

6 Dunwich Blood - You come from the sinking coastal region that has been sinking for centuries
You are a uncanny swimmer and can perform superhuman feats with 1in6 roll like hold your breath for CON in rounds, cross the english channel, swim to shore in violent storm with unconscious person. Moves at ground speed in water. You have a seashell that summons a 1HD marine Demon. You are a part inhuman hybrid with fish demon bloodline and probably Chaotic or struggle to resist chaos. Your birth home was washed away by the sea when you were a child during a storm.

7 Royal Companion - You are known to the elites of the royalists and serve as their agentYou have a grooming skill 1in6 chance of making someone look fabulous +2 CHA
You have a fancy hat, best quality noble clothes and letters of introduction from important friends. You have been given a awesome poodle HD2 AC Leather Att D6 Move 15" (oops will LOTFP this). It is obedient, swims, guards, tracks, fights, unties knots, follows you, chases foes and is very jolly company. You are a companion of fops, dandies and nobility. You are not a peer but you are popular company. Now war is on you are acting as a agent of the crown and friend to the kings friends.

8 Chaos Cultist - You a members of some strange forbidden Chaos cult
You have a 1in6 disguise skill from years of hiding among society and know chaos passwords
You have a cult holy symbol, tattoo, robes, disguise kit, unholy water and dagger
You have a berserker potion, incendiary potion and a baby fat tallow candle that summons a 1HD Demon if lit. You are a murderous cultist living with your brethren among a community in secret. You are Chaotic if committed or neutral if reluctant. If you are a priest or cleric you can use negative versions of spells or normal ones freely.