Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts
Monday, 10 February 2020
Fetish Charm Magic
Ruin your game economics with this wonderous lo-fi DIY magic system using proficiency/skill/attribute roll resolutions.
In my games, I have a skill for making fetish objects
A fetish is often a figurine but could be a lump of quartz wrapped in hair or a shrunken head, a magic rune or more. Civilised people might use a paper charm with a wax seal instead. Medallions and jewellery are common, some are worked into designs of a weapon or items or artworks to make reusable charms. Many shatter or break when depleted so some pay 10x more for artwork quality rechargeable ones. Priests will evoke gods or spirits in creation. Wizard might prefer a charm dedicated to a demon or elemental power. Fetish crafting is more common in tribal or common people and some users in cities might risk the charge of witchcraft. Most villages have someone who can make one or maybe a d3 in a town. Would be the cheapest most common items.
Currently, I have a magic skill called craft fetish but this will become Fetish Lore
Might expand to potions poisons black powder skills too. Candle magic?
Could rune magic just be like this?
My First Fetish Skill by Alignment
Bless fetish if good or lawful
Curse fetish if evil or chaotic
Alarm fetish if neutral or balanced
You may spend further skill slots in additional fetish types to get more fetish skills. It is possible to do this without being a spell caster but it is a magical skill.
Making a fetish requires a material prop object often a tiny figurine or medallion or token or possibly a tool or weapon or clothing. Tattoos could be possible,
Can sacrifice a unit of power in the creation of a condition often to make them last longer
-target or ignore species, alignment, tribe, element or any distinction
-protects only vs one thing like acid, a certain spell, poison so activated less often
-Wards and conditions specialising against humans and orcs are rare as they are youngest races but elves and humans are developing them in secret
Fetish crafter makes a skill roll to succeed after spending money and time creating object
Fetishes show as magic if detected
Fetishes can be damaged or disarmed like a trap if detected
Thieves can detect and disarm fetishes with lucky charms, magnets, metal discs and crystals in their kits as any trap
You could stack effects of fetishes - carry a cursed fetish while being hit by the enemy with fetish but cant stack same benefits from two different items.
I could imagine a type of rogue specialising in fetishes and reading scrolls and healing or a monk might be good too. Humanoid leaders and spell casters knowing a few can make a war band more dangerous with preparation. Possibly the effort invested might not help by enough. Having guys watching your wagons making these could be handy. A barbarian warrior might like some of these as a higher level or a dwarf or halfling.
You need other skills in craft or art to make attractive more valuable or rechargeable items.
Fetish Cost and Time
1-4th level First Order Charm 1sp materials often sell for a gp one day
5-8 level Second Order Charm 1gp materials often sell for 20-40gp takes two days
11-12 level Third Order Charm 20gp material often sell for 100gp takes three days
13-16 level Fourth Order Charm 100gp material often sell for 200gp takes four days
17-20 level Fifth Order Charm 250gp material often sell for 350-500gp takes 5 days
Rechargeable Fetish Charms
Some have fetishes incorporated into building or item so shaman can just recharge it, costs same time and materials but for the original object must have been made for cost of a standard fetish but x10 the materiel costs.
Besides adding to the economy of one use petty magic and traps the duties of a practitioner might be to recharge fetishes around dungeon and boss guys weapons monthly. Shamans might have assistants doing nothing but working on fetishes, another on potions etc. Now you can have lots of fetish weapons or shields for players to carry about burdening them. Plus players will be "searching to spot fetishes" every room. Raiders might all have fetish items, guards of all sorts maybe 10% of a factions warriors and most elites have one.
Foes could have fetish crafted swords and get a +3 in the first strike. Or a thief carries a +5 one use dagger and puts poison on it for a special foe. It is cheaper to have 5 +1 fetish than one +5 charm. Lots of +1 sling stones might be handy. Making a one use +1 arrow or sling stone should be far easier than a permanently +1 weapon and this might be where they come from. +1 hit and damage would be two separate projects. Anything made into a fetish has artistic embellishments and looks fancy.
A war fetish carved into a bone arrow or painted sling stone can make a +1 hit and damage one-use magic ammo taking maker 2 days plus 2sp + ammo cost. You could earn a good living making these as a fletcher or make many more normal ones which in war would be more useful. A Sword with a +3 rechargeable blood fetish would be three days to make and cost 1000gp for the fetish crafting and 300 for the sword quality. It could be recharged by some guy in village (lv 9-12) for 100gp in 3 days. So economics on these not as good as spells or traditional magic items in long run but easier to learn.
Could let a commoner drive off a magic beast. A crafted fetish weapon might have three separate +1 fetish charms built in that could be reset in 3 days if shaman not too busy. A fetish maker will be reluctant to recharge a fetish with a condition contrary to their alignment.
1 Alarm Fetish
-Each 4 Lv of creator gives fetish a 10-foot cube area to protect
-Set minimum size to set off an alarm when created from small, medium or large
-If left to watch area and triggered will either send a whisper to caster or scream one round
-Each activation uses reduces the cube area affected till item has no power
-Conditions include to not react to non-tribe members, non-residents or certain alignments
-Placed on doors, secret doors, chests, treasures, sleeping children
2 Animus Fetish
-Each 4 Lv of creator lets fetish bearer halt HP through blood then loses a use
-Conditions might be to only benefit certain faction or species
-A fetish owner might put in unconscious person's hand to halt their blood loss
-Pendant or a scar or a miniature figurine
3 Bad Fetish
-Calls malignant spirit that activate traps, alarms, levers, buttons, drop, push, grab
-10 foot square trigger per four levels, loses 10 foot square each activation till depleted
-each activation reduces size of the defended area until none left
-Makes traps more discriminating and deadlier but trap experts know the signs
-Could leave with a crossbow or several muskets and fire possibly multiple weapons
-Multiple actions could all be used at once or in sequence like shut door dire bolt
-Day per plus to make and a blood sacrifice a medium creature
-Conditions to react only to a certain faction or ignore a group like the makers
4 Bless Fetish
-Each 4 Lv of creator gives fetish a +1 on a specific stat save or attack roll once
-Conditions include vs certain species (humans) or threat (fire) or alignment (C ot CE)
-Can use all pluses at once or as you please one at a time
-Carried on user to benefit, the standard fetish type
5 Bone Fetish
-Each 4 Lv of creator gives fetish a +1 weapon damage
-Each time you damage a foe weapon loses a plus until all consumed
-Placed on weapons mostly, exhausted very quickly
-Conditions include vs specific alignment or nationality
-Day per plus to make and a blood sacrifice a medium creature
6 Blood Fetish
-Each 4 Lv of creator gives fetish a +1 chance of a critical
-Once damage a foe a use is lost and loses a +1 in effect
-Will let someone with no critical hit chance critical on a natural 20
-Will allow those with a critical hit chance to increase their chances
-Conditions specialised on a certain foe like undead, spiders, reptiles to make the last longer
-Placed on weapons mostly
-Day per plus to make and a blood sacrifice a medium creature
7 Border Fetish
-When line 20 foot per level is crossed intruders get a wandering monster chance roll
-Each actual encounter reduces the power of fetish by 20 foot
-Mark a line or leave a thread to make, can then hide
-Set with an alarm fetish so increases the chance of a monster
-Condition to nationality, race, tribe, family help it last longer
8 Curse Fetish
-Each 4 Lv of creator gives fetish a -1 on a specific stat save or attack roll once
-Conditions include effect only non tribe members so they can move object
-Can use all pluses at once or as you please one at a time, set by creator
-left out with treasure or put inside valuables to curse enemies
9 Fertility Fetish
-10 foot radius area per 4 levels increases fertility, growth and lactation in area
-Can use to blight area instead and render enemy impotent; infertile or as a contraceptive
-Cover a garden or person's bed or animals pen increasing natural growth by d20%
-Condition to effect certain species or person
-Each year loses 10 foot radius until depleted
10 Flesh Fetish
-extra +1 HP per 5HD, when HP lost fetish shatters into fragments
-Conditions include vs certain attacks like arrows or fire or vs certain species
-a medium creature sacrifice is required
11 Harm Fetish
-Inflicts 1 HP damage per 4 levels on contact once made with a bang and a flash
-Once damage done fetish turns to ash often with a spark flash or cracks and smoke
-Usually left on fancy knickknacks around as a trap that locals warned about
-Used as alignment tester or alarm, on sling stones, can damage melee weapons
-Conditions include target species or alignment or type of elemental damage
-Day per plus to make and a blood sacrifice a medium creature
12 Medicine Fetish
-10-foot cube and heals 1HP per 4 levels on healing from nights rest
-Often burned in a fire, broken or consumed in the rest
-Can use it to make it cause harm instead so all in the area lose HP over a nights rest
-Power is depleted after a single rest, around fetish over 8 hours
-Condition to only heal certain alignment or species
-Often carried by a healer or used assistant in an emergency, candles common
13 Nightmare Fetish
-Each 4 Lv of creator makes 10-foot diameter area
-Everyone trying to rest or sleep has terrible dreams and cannot rest properly
-Each sleeping person in an area saves to rest properly, otherwise wastes 8 hours
-Each successful nightmare reduces the power by 10-foot radius until none
-Conditions often to target non-tribe members or a species or gender or alignment
-Placed as tests, to keep faithful awake, or make enemies unable to recover curse places
14 Morale Fetish
-10-foot radius area & +1 Morale per 4 levels increases or decreases morale in zone
-Each morale roll affected by fetish loses 10-foot radius until depleted
-Conditions like only effect makers faction or based on species or alignment
-Often placed on banners, thrones, altars, boss rooms, treasury doors, gates
15 Pain Fetish
-Each 4 Lv of creator gives fetish a +1 hit roll
-Each time damages a foe a +1 in lost until all depleted
-Conditions include vs certain foes such as magic creatures, undead, elves, any evil-aligned
-Placed on weapons mostly
16 Shield Fetish
-Each 4 Lv of creator gives fetish a +1 on AC vs one successful hit
-Once damage get though one use is lost and loses a +1 in effect
-Conditions such as melee or missile only or only vs unseen attackers make last longer
-Placed on armour or shields or items of clothing or jewellery
17 Spirit Fetish
-Each 4 Lv of creator gives fetish a 10 yards area where spirits become visible at night
-they are luminous and transparent as spirits but some can manifest bodies-Each spirit revealed in a day reduces the radius by 10 yards until depleted
-Conditions such as reveal only evil spirits or spirits possessing someone or in disguise help make the wards last longer. Common spirits shun attention, some don't care
-Placed on sticks placed around area warded with fetish in middle
18 Target Fetish
-Each 4 Lv of creator gives fetish a +1 to be hit by enemies
-Once damage hurts carrier one use is used and loses a +1 in effect until depleted
-Can include condition such as melee or missile or magic
-Placed on tempting treasures so enemies take them from treasure piles
19 Vermin Fetish
-10-foot radius area per 4 levels attracts or repels vermin as per makers preference
-Vermin include: rats, fleas, weevils, ants, mould, fungi, slime, maggots, flies, worms
-Each month radius drops by 10 foot until depleted
-Plant in enemy food supplies or wells but some creatures might think this is more food
-Condition to molest or protect certain goods or a person
20 Ward Fetish
-Vs one creature type undead, demon, lycanthrope, mammal, elemental, elves, goblinoids, devils, witches, goblinoids, elves, sylvan, plant, dragon, reptile, bird, amphibian, etc
-Each 4 Lv of creator protects 10 cubic foot of dwelling or just a doorway
-Each time an undead attempts to cross thresh hold they save or flee for a turn
-Each successful success reduces the power by 10 foot cube until none
-Fetish lasts for a year, some towns make an event to renew them in homes
-Conditions include a specific type of creature of the type to make them last longer
Examples
d12 Common Enemy Fetish (for low to mid-level warriors)
1 +1 Bless charm coin on DEX save one use
2 +1 Bless charm on a leather thong for CON save one use
3 +1 Bless charm on holy symbol for Will save one use
4 +1 Blood charm improved chance of a critical hit by one or 1 in 20 otherwise
5 Ring +1 Bless random stat, charm can be recharged by the creator
6 +1 Bless charm on a ring to hit one use
7 +1 Bless charm on a weapon to hit charm can be recharged by the creator
8 +2 Bless charm on a weapon to hit charm can be recharged by the creator
9 +1 Defence charm on shield or armour
10 +1 Attack charm on shield or armour
11 +2 Target fetish on a lead wrapped tooth, attracts missile attacks
12 Curse fetish from an enemy -2 on next Wis save
d12 Dungeon Boss Fancy Fetishes
-sub-boss and level boss=1 dungeon boss or big boss=2 Superbad boss=3
1 Helmet with a +1 defence fetish and fancy brush on top
2 Dagger with a +1 war fetish and poisoned
3 Knuckle duster, silver with +2 war fetish vs magical beings only
4 Woven hair charm wrapped around weapon acts as a +2 blood fetish
5 Fertility charm cursed used as contraception or curse
6 Evil god faced coin +2 Blood or Pain Charm
7 Alarm fetish idol screams to warn if humans in the area
8 Banner with +2 Morale over 20-foot radius for helping boss minions better
9 Medicine fetish +2 to use in emergencies
10 Crown with fertility fetish and Morale fetish of the rechargeable type
11 Fancy Hat has a Bless Fetish +3 for Wis saves
12 Concealed Knife has +2 Pain
d20 Common Dungeon Room Fetishes
1 Alarm fetish under floor of room entry screams for a round if passed
2 Alarm fetish on lid of container contact a local spell caster
3 Medicine fetish cursed and hidden causes anyone resting 8 hours here to lose 2HP
4 Curse fetish -3 on hit roll once, gold leaf coated acorn
5 Charm fetish +1 CHA roll on a coin one use
6 Blood fetish +1 on an arrow head
7 Nightmare Fetish with 20 foot radius, evil idol hidden in recent plaster of wall
8 Undead Ward Fetish with 20 cubic feet covering entrance in a zombie doll
9 Border Fetish made from human leg bones covering a 20 foot line
10 Border Fetish and Alarm fetish form painted totem pole ignores ignore locals
11 Vermin ward to repel and protect goods or placed by enemies as sabotaged
12 Fertility Fetish protecting a plant or fungus or a bed or can be reversed to sterilise
13 Morale fetish and Border fetish that might call wandering monsters set vs outsiders
14 Room seems like a good place to hide and secure has a bad medicine fetish and a nightmare fetish making it a bad place to rest. Shutting selves in with deadbolt sends a alarm to fetish crafting boss who can arrive with helpers to barricade party in room
15 Harm fetish in doorstep or door handle explodes of anyone good touches 1hp
16 Bad fetish slams and locks door, then releases gas, first person clutching at door during save gets CON -2 save
17 Fancy carved wooden spoon with a vermin fetish to attract food destroying critters
18 Poisoned trap with curse fetish barb -2 CON save once
19 Trap that inflicts damage like a scythe or deadfall has a bon fetish and does +1 damage
20 Spirit wards in room of carved bones, 20 yard area make stranger spirits visible
suggestions welcome
Sunday, 9 December 2018
Arms Skill List Part 1
This is more specific but based on previous post
This is basically the first half of the arms skill descriptions for specific weapons
The second half are more like exotic fighting feats mostly for fighters
Im willing to consider corrections and additions in comments
Part 2 will be like similar lists ive done in past but more streamlined and better named and less overall skills. Also designed to be less minmaxable vs my old lists.
Weapon Codes
A=Armour Piercing if skilled
B=Black Powder misfire on natural roll of 1 or more if wet or raining
C=Close Reach if skilled, win initiative vs longer weapons if close
E=Entangle on natural 20 if skilled
F=Fumbles on natural roll of 1 hits self or ally
H=Hack damage Shields or chop hafts if skilled
I=Ignores Shield if skilled due to articulation
L=Long Reach if skilled, hit targets in second rank, win closing initiative
M=Mounted, double damage if charged by skilled user
S=Slow, always comes after other non slow weapons
T=Set vs charge if skilled
1H one handed
1H+ one handed but can be used 2H for +1 on minimum damage
2H requires two hands
Mov & Range scores = 3m per point indoors and 10m per point outside
Weapons and skills
Arbelast
d10 2H 1/4R Range 3/12/24 BR ENC4
Large heavy cranked crossbow, assistant can speed by one round
Arquebus
d10 2H 1/T Range 3/10/20 ENC4 ABR
Arquebus
d10 2H 1/T Range 3/10/20 ENC4 ABR
Large long arm gun with stand required to operate
Axe , Battle
d8 1H+ ENC2 H
Large bladed axe
Axe, Hand
d6 1H 1/T Range1/2/3 ENC1 CH
Small axe can be thrown or used hand to hand
Axe, Poled10 2H ENC3 HLS
Blowpipe
d3 2H 1/R R2/4/6 ENC2
Usualy poisoned
Blowpipe, Small
- 2H 1/R R1/2/3 ENC0
Usualy poisoned
Blunderbus
2d4/d4/1 2H 1/T Range 1/2/5 B
No range effects is a scatter gun, M or L range can hit d3 targets in a 1 area circle
Bola
d4 1H+ 1/R Range 1/2/3 ENC1 CEFI
Axe , Battle
d8 1H+ ENC2 H
Large bladed axe
Axe, Hand
d6 1H 1/T Range1/2/3 ENC1 CH
Small axe can be thrown or used hand to hand
Axe, Poled10 2H ENC3 HLS
Blowpipe
d3 2H 1/R R2/4/6 ENC2
Usualy poisoned
Blowpipe, Small
- 2H 1/R R1/2/3 ENC0
Usualy poisoned
Blunderbus
2d4/d4/1 2H 1/T Range 1/2/5 B
No range effects is a scatter gun, M or L range can hit d3 targets in a 1 area circle
Bola
d4 1H+ 1/R Range 1/2/3 ENC1 CEFI
Stones linked by cord thrown but usable as a close melee weapon
Bow Compasite
d8 2H 1/R Range 6/12/24 ENC1
Bow waist high, bone and sinew bow
Bow Compasite
d8 2H 1/R Range 6/12/24 ENC1
Bow waist high, bone and sinew bow
Bow Long
d8 2H 1/R Range 8/16/32 Range ENC3
Bow head high, bulky long range bow
Bow Self
d6 2H 1/R Range 5/10/20 ENC1
Bow waist high, standard common bow
Bow Small
d4 2H 1/R Range ENC1
Small bow as long as fore arm, bow and quiver weigh ENC1
Brass Knuckles
d3 1H ENC0 C
Brawling
Variable 1H ENC0 C
Monks d4 Fighters Dwarves Abhumans Giants
d3 Halflings Rogue Cleric 1pt Wizard Sorcerer Tako Gnome
Cestus
d4 1H ENC1 C
Armoured spiked gauntlet
Chain
d6 1H+ 1/R Range 1/2/3 ENC2 CEFIL
Length of chain 2-3m with weiighed balls on ends
Chakra
d6 1/R Range 2/4/6 ENC2/1
Circular metal edged disc 30cm
Club
d6 1H 1/R Range 1/2/3 ENC1 C
Thick heavy wooden carved weapon or iron bar
Crossbow, Hand
d4 2H 1/R Range 1/2/3 ENC1
Bow Small
d4 2H 1/R Range ENC1
Small bow as long as fore arm, bow and quiver weigh ENC1
Brass Knuckles
d3 1H ENC0 C
Brawling
Variable 1H ENC0 C
Monks d4 Fighters Dwarves Abhumans Giants
d3 Halflings Rogue Cleric 1pt Wizard Sorcerer Tako Gnome
Cestus
d4 1H ENC1 C
Armoured spiked gauntlet
Chain
d6 1H+ 1/R Range 1/2/3 ENC2 CEFIL
Length of chain 2-3m with weiighed balls on ends
Chakra
d6 1/R Range 2/4/6 ENC2/1
Circular metal edged disc 30cm
Club
d6 1H 1/R Range 1/2/3 ENC1 C
Thick heavy wooden carved weapon or iron bar
Crossbow, Hand
d4 2H 1/R Range 1/2/3 ENC1
Pistol configuration crossbow, often poisoned
Can be fired one handed once loaded
Crossbow, Heavy
d8 2H Range 3/10/20 ENC3
Crossbow, Light
d6 2H 1/R Range 4/8/16 ENC2
Can be fired one handed once loaded
Available in repeating variety with 10 shot hopper 2/R ENC3 needs both hands to fire
Can be fired one handed once loaded
Crossbow, Heavy
d8 2H Range 3/10/20 ENC3
Crossbow, Light
d6 2H 1/R Range 4/8/16 ENC2
Can be fired one handed once loaded
Available in repeating variety with 10 shot hopper 2/R ENC3 needs both hands to fire
Dagger
d4 1H 1/R Range 1/2/3 ENC 2/1 C
30cm to fore arm length blade
Dart
d3 1H 2/R Range 2/4/6 ENC 4/1
Small throwing darts 30cm to a foot long,
often carry handful in off hand or in quiver
Flail, Agricultural
d10 2H ENC3 IL
Long pole with single link articulated head
Flail, Light
d6 1H+ ENC1 EFIC
Wooden billet with chain or rope link with second stick
Flail, Military
d8 1H+ EFI
Spiked metal ball on chain with handle
Garrote
d6 2H ENC0 C
attack from behind by surprise or a brawling attack,
victim then inflict a d6 per round after initial hit
Grenaide
2d4 1/2R Range 1/2/3 1H+ ENC1 B
Cast Iron ball with fuse, light one round requiring 2H then throw with one
Explodes over 1 area circle, save by diving flat for half damage before blast
Hammer
d6 1H 1/R Range 1/2/3 ENC1 AC
30cm long hammer with spike and blunt head
Hammer, Great d10 2H ENC3 AS
1+M long heavy hammer with long spike or blunt head
Hammer, Ward8 1H+ ENC2 AC
60cm-1m long hammer with spike and blunt head
Handgun
d8 1H+ 1/T Range 2/4/6 ENC1 AB
Basic matchlock pistol
Smaller d6 version Range 1/2/3 ENC2/1 or d4 version Range 1/2/3 ENC4/1
Multiple barrels available each doubles cost again
Incendiary
2d4 1/2R Range 1/2/3 1H+ ENC1 B
Ceramic or glass bottle with flamable oil with fuse
Light one round requiring 2H then throw with one
Explodes over 1 area circle, save by diving flat before blast
If fail burn for 1hp a round until make a saving throw
Some formulas burn even if wet
Javelin
d6 1H 1/R Range 3/6/9 ENC2/1
Light throwing spear
Knife
d3 1H 2/R Range 1/2/3 ENC4/1 C
Small under 30cm blade
Lance
d10 1H+ ENC3 ALMST
2H on foot or 1H if mounted or in chariot
Lasso
nil 1H+ 1/R Range 1/2/3 ENC1 ELS
Mostly used to entangle a foe which it does instead of damage snaring limb or head
If tied to running horse may pull victim over and inflicts a d6 per round
Mace
d8 1H+ ENC3 AC
Heavy spiked morningstar or flanged headed
Maul
d10 2H ENC3 ALS
Heavy weighted spiked club
Musket
d8 2H 1/T Range 3/5/10 ENC2 AB
Standard portable long barreled gun
Can affix dagger to barrel for d6 hand to hand
smaller d6 version ENC1
Multiple barrels available each doubles cost again
Net
nil 1H+ Range 1/2/3 ENC1 EIL
Common fisherman or gladiator net
Hooked version does d3 but weighs ENC2
Polearm
d10 2H ENC3 AEHLS
Pike
d10 2H ENC3 LST
Rock
d3 1H+ Rate 2/1 Range 1/2.3 ENC4/1 C
Common rock thrown or used to bash
Scythe, War
d8 2H ENC3 LS
Fighting version of common farm tool, less crooked
Sheild. Buckler
d3 1H ENC1 CSize of dinner plate +1AC vs melee
Sheild. Small
d4 1H ENC2 C+1 vs melee & missile covers forearm
Sheild. Large
d6 1H ENC3 C+1 vs melee +2 vs missile can crouch behind it
Sheild. Seige
d6 1H ENC4 CS +2 vs melee +4 vs missile two can stand behind it
Sword
d8 1H+ ENC2 A
Standard sword over a meter long
Sword, Great
d10 2H ENC3 HLS
Large sword mans height long
Sword, Small
d6 1H ENC1 C
Standard small sword usually 60cm
Shuriken
d3 1H 2/R Range 1/2/3 ENC10/1
Small throwing darts 30cm to a foot long, often carry handful in off hand or in quiver
Sickle
d4 1H ENC2/1 C
Curved agricultural blade for harvesting used by peasants or for rituals
Sling
d4 2H 1/R Range 2/6/12 ENC0
d3 clay or stone bullet 20/ENC
d4 lead or heated clay or silver or large stone bullet
Sling, Staff
d6 2H 1/R Range 3/6/12 ENC2 Sd8 heavier half brick missile half range rate 1/2,
or hurl incendiaries or other objects, assistant loader help with fuses
Musket
d8 2H 1/T Range 3/5/10 ENC2 AB
Standard portable long barreled gun
Can affix dagger to barrel for d6 hand to hand
smaller d6 version ENC1
Multiple barrels available each doubles cost again
Net
nil 1H+ Range 1/2/3 ENC1 EIL
Common fisherman or gladiator net
Hooked version does d3 but weighs ENC2
Polearm
d10 2H ENC3 AEHLS
Pike
d10 2H ENC3 LST
Rock
d3 1H+ Rate 2/1 Range 1/2.3 ENC4/1 C
Common rock thrown or used to bash
Scythe, War
d8 2H ENC3 LS
Fighting version of common farm tool, less crooked
Sheild. Buckler
d3 1H ENC1 CSize of dinner plate +1AC vs melee
Sheild. Small
d4 1H ENC2 C+1 vs melee & missile covers forearm
Sheild. Large
d6 1H ENC3 C+1 vs melee +2 vs missile can crouch behind it
Sheild. Seige
d6 1H ENC4 CS +2 vs melee +4 vs missile two can stand behind it
Sword
d8 1H+ ENC2 A
Standard sword over a meter long
Sword, Great
d10 2H ENC3 HLS
Large sword mans height long
Sword, Small
d6 1H ENC1 C
Standard small sword usually 60cm
Shuriken
d3 1H 2/R Range 1/2/3 ENC10/1
Small throwing darts 30cm to a foot long, often carry handful in off hand or in quiver
Sickle
d4 1H ENC2/1 C
Curved agricultural blade for harvesting used by peasants or for rituals
Sling
d4 2H 1/R Range 2/6/12 ENC0
d3 clay or stone bullet 20/ENC
d4 lead or heated clay or silver or large stone bullet
Sling, Staff
d6 2H 1/R Range 3/6/12 ENC2 Sd8 heavier half brick missile half range rate 1/2,
or hurl incendiaries or other objects, assistant loader help with fuses
Normal ammo ENC 4/1 heavy ammo 2/1
Spear
d8 1H+ 1/R Range 1/2/3 ENC2 LT
Common fighting spear,
Staff
d6 2H ENC2 CL
Common quarterstaff, slightly flexible wooden
Staff, War
d8 ENC3 LS
Iron shod often spiked staff
Stick
d4 1/R Range 1/2/3 ENC2/1 C
Small rods often used two handed or can throw into legs to trip, also common walking stick
Trident, Light
d5 1H+ 1/R Range 1/2/3 ENC2 L
3 points fork has 2 these offset penalties for attacking in water good for fishing
Same skill as a javelin, preferred by mariners or cults
Trident, War
d8 1H+ 1/R Range 1/2/3 ENC3 L
3 points fork has 2 these offset penalties for attacking in water good for fishing
Same skill as spear, preferred by mariners or cults
Whip
d3 1H ENC1 EL
Common bullwhip
Weapon Groups
Fighters can spend two initial arms skill slots on a school of 4 weapons but specialist fighting arts like expert only apply to a single weapon still. These are based on families of weapons or cultural weapon groups. The non human ones are for those raised or trained by non humans.
Blades
Sword, Small Sword, Dagger, Knife
Spears
Dart, Javelin, Lance, Spear
Bludgeoning
Club, Mace, Maul, Stick
Axes
Battle Axe, Hand Axe, Pole Arm, Pole Axe
Bows
Composite Bow, Long Bow, Self Bow, Small Bow
Knight
Lance, Mace, Sword, War Flail
Horse Nomad
Composite Bow, Lasso, Small Sword, Spear
Man At Arms
Light Crossbow, Spear, Sword, Hand Axe
Viking
Battle Axe, Self Bow, Small Sword, Spear
Gladiator
Cestus, Net, Small Sword, Trident
Assassin
Blowpipe, Dagger, Garrote, Small Sword
Hopolite
Javelin, Pike, Spear, Small Sword
Savage
Club, Javelin, Small Bow, Stick
Yeoman
Dagger, Great Sword, Long Bow, Staff
Pirate
Dagger, Club, Handgun, Small Sword
Musketeer
Dagger, Grenade, Musket, Small Sword
Coachman
Blunderbuss, Dagger, Small Sword, Whip
Peasant
Agricultural Flail, Club, Sickle, Spear
Elf
Dagger, Longbow, Spear, Sword
Dwarf
Battle Axe, Hand Axe, Heavy Crossbow, Small Sword
Halfling
Dagger, Dart, Rock, Small Sword
Spear
d8 1H+ 1/R Range 1/2/3 ENC2 LT
Common fighting spear,
Staff
d6 2H ENC2 CL
Common quarterstaff, slightly flexible wooden
Staff, War
d8 ENC3 LS
Iron shod often spiked staff
Stick
d4 1/R Range 1/2/3 ENC2/1 C
Small rods often used two handed or can throw into legs to trip, also common walking stick
Trident, Light
d5 1H+ 1/R Range 1/2/3 ENC2 L
3 points fork has 2 these offset penalties for attacking in water good for fishing
Same skill as a javelin, preferred by mariners or cults
Trident, War
d8 1H+ 1/R Range 1/2/3 ENC3 L
3 points fork has 2 these offset penalties for attacking in water good for fishing
Same skill as spear, preferred by mariners or cults
Whip
d3 1H ENC1 EL
Common bullwhip
Weapon Groups
Fighters can spend two initial arms skill slots on a school of 4 weapons but specialist fighting arts like expert only apply to a single weapon still. These are based on families of weapons or cultural weapon groups. The non human ones are for those raised or trained by non humans.
Blades
Sword, Small Sword, Dagger, Knife
Spears
Dart, Javelin, Lance, Spear
Bludgeoning
Club, Mace, Maul, Stick
Axes
Battle Axe, Hand Axe, Pole Arm, Pole Axe
Bows
Composite Bow, Long Bow, Self Bow, Small Bow
Knight
Lance, Mace, Sword, War Flail
Horse Nomad
Composite Bow, Lasso, Small Sword, Spear
Man At Arms
Light Crossbow, Spear, Sword, Hand Axe
Viking
Battle Axe, Self Bow, Small Sword, Spear
Gladiator
Cestus, Net, Small Sword, Trident
Assassin
Blowpipe, Dagger, Garrote, Small Sword
Hopolite
Javelin, Pike, Spear, Small Sword
Savage
Club, Javelin, Small Bow, Stick
Yeoman
Dagger, Great Sword, Long Bow, Staff
Pirate
Dagger, Club, Handgun, Small Sword
Musketeer
Dagger, Grenade, Musket, Small Sword
Coachman
Blunderbuss, Dagger, Small Sword, Whip
Peasant
Agricultural Flail, Club, Sickle, Spear
Elf
Dagger, Longbow, Spear, Sword
Dwarf
Battle Axe, Hand Axe, Heavy Crossbow, Small Sword
Halfling
Dagger, Dart, Rock, Small Sword
Saturday, 8 December 2018
Rethinking Weapons
Probably as big a topic as spells but lots of special info on this will end up under skills
I considered i might make roll low to hit to be a jerk
Melee Weapon Damage
Great Weapon d10 ENC 3 Most 2H Pole Arm, Great Sword, Pike, Maul
Hand Weapon d8 ENC 2 Most 1+H Mace, Spear, Sword, Battle Axe, Flail
Short Weapon d6 ENC 1 Most 1H Club, Small Sword, Hand Axe, javelin
Small Weapon d4 ENC 2/1 Most 1H Dagger, Stick
Tiny Weapon d3 ENC 4/1 Most 1H Knife, Cestus, Rock, Whip
Missile Weapon Damage
Arbelast, Arquebus d10 ENC 3
Heavy Crossbow, Musket, Handgun, Spear, Long, Composite Bow d8 ENC 2
Light Crossbow, Javelin, Hand Axe, Hammer, Chain, Self Bow, Chain d6 ENC 1
Hand Crossbow, Dagger, Stick, Small Bow, Sling, Bola d4 ENC 2/1
Knife, Dart, Shuriken, Rock d3 ENC 4/1
20 Arrows, Bolts or Ball & Powder Shot in Case or Quiver 1 ENC
Special Weapons
Net, Garrote, Whip
Fire Rate
Arquebus, Musket, Handgun 1/10 (1/9)
Arbelast 1/4 (1/3)
Heavy Crossbow 1/2 (1/1)
Light Crossbow, Hand Crossbow, Spear, Javelin, Hand Axe, Hammer, Chain, Dagger, Stick, Longbow, Composite Bow, Self Bow, Small Bow, Sling 1/1 (2/1)
Knife, Dart, Shuriken, Rock 2/1 (3/1)
*Black powder skill halves time
Quickload skill increases by to amount in brackets
Other Spot Rules?
Might do lots of these and build into skill system so mostly fighters use fancy moves
Use a 1H weapon with 2H +1 minimum damage
Small bow and quiver on belt 1 ENC - d4 covers smaller bows of kobolds, kids
Longbow ENC 3 man height, self bow is waist high 2 ENC small bow is forearm size
Crossbow variants
- stonebow shoot stones or bullets bump to lower damage dice
-repeater crossbow
Skill to use edged weapons as blunt bump to lower damage dice
Flail, Chain can get a skill to ignore shields and entangle and get a fumble chance
Small races don't use great weapons and hand weapons are 2H for them
Will be some skills that allow a extra attack once per fight/turn
Some skills to resist armour
Might change combat times to segments
Probably will under skills describe all weapons as skills plus list skills each weapon can be used with....
Sheilds
Buckler ENC1 d3 +1 vs melee size of dinner plate
Small Sheild d4 ENC 2 +1 vs melee & missile covers forearm
Large Sheild d6 ENC 3 +1 vs melee +2 vs missile can crouch behind it
Seige Sheild d6 ENC 4 +2 vs melee +4 vs missile two can stand behind it
Light Armour Suits
Cloth +1 ENC 1
Hide +2 ENC 2
Leather +3 ENC 3
Medeum Armour Suits
Ring +4 ENC 4
Chain +5 ENC 5
Scale +6 ENC 6
Heavy Armour Suits
Plate +7 ENC 7 halves sensory checks
Full Plate +8 ENC 8 halves sensory checks
Piece Armour*
Girdle or Hero Harness +1 ENC 1 (Max+4)Cap Helm +1 ENC 1 (Max+6)
Cloak +1 ENC 1 (Max+6)
Greaves and bracers +1 ENC 1 (Max+7)
Chain Shirt +2 ENC 2 (Max+7)
Full Helm +2 ENC 2 (Max+8) halves sensory checks
Brigandine Coat +2 ENC 2 (Max+8)
Chest Plate +3 ENC 3 (Max+8)
*can be targeted at weakest armour point with aimed blow
eg
Girdle +1 Cloak +1 Greaves & Bracers +1 Cap Helm +1 = +4
Cloth suit + Cap + Chest Plate +3 = +5
Leather Suit +3 Greaves & Bracers +1 Cap Helm +1 = +5
Chain Suit +5 Brigandine Coat +2 = +7
still messing with all this
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
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
Tuesday, 9 October 2018
Flower Power Forever & Weapon Immunity
Flower Power Forever & Harming Magical Beings
Immune to non magical weapons
Silver weapons hurt devils and lycanthropes and wights and some undead Iron weapons hurt devils fairie beings including elves and changelings born on other world Immune to non magic/silver/iron/blesses weapons isn't just weapons not hurting you
It is wounds gruesomely regrowing instantly
Or a flickr or blur that resets being to unwounded instantly as if reset or a jump cut
Leaves horrible gory wounds that are visual only with no loss of hp
Weapon passes through being as if unreal to it
Weapon breaks if fails save with no effect on target. Quality weapons do better
More gruesome
More awesome to describe
More scary
More supernatural
Weirder
Just call this tamms law
More alternates to just no damage?
Tom McGrenery
You snap back in time to the moment before your attack. You didn't really strike it, you just imagined that. My bonus the monster smirks knowingly at you
Tito B.A.
I like describing weapons rebounding or bending, like when you hit an anvil with a hammer.
Dallas Mc+1
Bone shards sprout out of the site like Doomsday in The Death of Superman.
Dallas Mc+1
Matrix bullet time limbo dodge
Dallas Mc+1
Lightning crashes overhead when struck
Dallas Mc+1
Dampening field inches away from body which slow and stop weapons like the field generators in Dune, or the reason why Superman's clothes don't get damaged, or reboot Daleks.
Dallas Mc+1
The round plays out then resets exactly like a Doctor Who time loop: the baddie's damage is reset, but not the PCs.
Dallas Mc+1
Hit points wind down like normal but when they hit 0 the opponent spontaneously reincarnated: roll on table for new colour, horns, scales, etc. This happens endlessly
Dallas Mc+1
Angelic/demonic refutation.
Attack was refuted by a higher power (perhaps the monster) and profound sense that the act will be held against the attacker in the afterlife.
Angus Warman
It's exactly like stabbing playdoh. Squish- and then it gets pushed back.
Hydra-style regrowth.
Your weapons seem to be less real compared to the vibrant nature of the target.
Against angelic beings, you hear the clear sound of metal bells being struck instead of the thunk of weapons on flesh.
Demonic wounds split, revealing tiny tortured half-souls trying to claw their way out as the skin seals over.
The treat their flesh being damaged like you would a shirt being torn. Exactly the same tone of voice.
"Spare parts" appear out of nowhere and adhere into place.
Flower PowerStandard EMO dnd equipment from now on
Posies to huff in city or dungeon to protect you from miasmas and disease checks 1cp
Herbal mask covers lower face with days worth of scented herbs to protect you from miasmas 1sp elves and hobbits and herbalists make them
Plague dr mask with goggles and "beak"
Some include personal incense burner face mask 30gp
Plague dr suit complete sealed suit with helmet with valves and replaceable filters. Very advanced ones of dwarves or gnomes have air tank 10 minutes of pressurised canned air 150gp or delux 1000gp
"Quick everyone that monster has a runny nose get your posies" needs to be said in every game
Finally samurai in 1st Ed OA now benefit from flower arranging skill
Holy Rowan Wood Hit anything with silver or iron but no effect on elven or faerie - druids and faeries and elves monopolies it, rowan arrows and staves are most common. Wood tip arrows bump to a lower die for damage expt vs supernatural beings. Detects as magic. Trees keep evil away and form barriers keeping out evils in elf forest. Purity repels certain evils and counts as a blessed weapon
Oak protects vs madness and lightning, acorns for pigs and was grain of druid days before grain arrived, Purity repels certain evils and counts as a blessed weapon
Beach protects against decay. Purity repels certain evils and counts as a blessed weapon
Willow can induce sleep or madness and possibly holds bad spirits
Apple smoke dispel an evil miasma, Purity repels certain evils and counts as a blessed weapon
Bog-Oak Smoke roots make shelaighly that can hurt evil spirits requiring +1 to hit or smoke can also drive away evil spirits but not purity like regular oak
Ash is the foundation of the universe and the cosmic tree, best for making magic items, staves, spear shafts, axe handles, construction if you dont have oak, Purity repels certain evils and counts as a blessed weapon
Pine attract evil spirits and madness, make poisons, hags like them
Birch associated with death and weather magic, can make books from it's bark, make tannin
Mistletoe, make a wreath, berries, powder, juice. Purity repels certain evils and counts as a blessed weapon Wreath +1 save vs evil magic (evil ppl us nightshade)
Mandrake unholy and poisonous, some experts use diluted amounts as drug. Ingredient in many enchantments, conjurings, divination, summoning, bindings, homonculi and other uses. Kills in agony slowly
Look up tree and plant powers reputed easily
A special bless spell might activate the power
Obviously druids and priests and wizards and faeries would use these effects
Monday, 12 March 2018
War Zone Addendum - Quest Tables
While doing the Giant War Zone came up with a new type of sub table which will be in all the war zones in the future. The Quest Table. This is stuff adventurers can do in the war to help. Goblin War might be next - a bit lower level for newbie heroes than giants or dragons.
Future War ZonesUnder sea invaders, dwarf invaders, barbarian invaders, beastmen horde, evil ones horde, dark elves, goblin horde, chaos invasion, angel invasion, lizard invasion??? suggestions welcome
d10 Faerie War Quest
1 Contact the faerie king and/or queen and beg them for mercy
2 Close the faerie gates and damage their laylines
3 Infiltrate them and cause a slave revolt
4 Kill a great noble and send them into mourning
5 Visit dwarves to make allegiances to make elves back off
6 Awaken dragons or giants and make faerie back off
7 Turn dark elves and bright elves on each other
8 Leave false clues of older hidden races that could scare the elves away
9 A pro elf cult is gaining attraction and needs to be destroyed
10 A dungeon has a elf relic that might buy them off
d10 Peasant Revolt Quest
1 kill a faction leader to help bring peace
2 Steal treasure from a faction to help bankrupt their war effort
3 Foreigners are interfering, go and make them think twice
4 A important leader is travelling go capture them
5 Royal heirs are being smuggled out of the country, capture or aid them
6 A fortress has stockpiled gunpowder go and destroy it
7 A dangerous cult has infiltrated a faction, find and kill them
8 A charismatic demagogue might start a new faction stop them
9 Someone assassinated a faction advisor, find the assassin and who sent them
10 Someone in your faction is a traitor find who and use them to send false plans
1 The necromancers seek a vile tome and it needs to be moved or destroyed
2 Necromancers are making a undead colossus and need to be stopped
3 Infiltrate the necromancers school and kill the teachers
4 Burn down the necromancers library
5 Find a cache of holy relics lost long ago in a dungeon
6 Assassinate the lich that directs the army
7 Find a means to make the sun stay out longer
8 Contact the barbarian hordes who hate wizards and undead
9 Stop the necromancers reaching a graveyard to resupply troops
10 Hunt hidden necromancers among humans
1 Kill the dragon swarm queen or drive her back to hell
2 Seal the dragonspawn pits
3 Gather stockpiles of anti dragon weapons in a dungeon
4 Kill the leaders of the dragon cult
5 Help transport balistia to key human strongholds
6 Find non human allies like elves, dragons, giants or the sea lord
7 Lure dragons into a trap with a treasure waggon
8 Find and entice the good or neutral dragons to aid humanity
9 Turn the dragon tribes against each other by stealing treasure and planting clues
10 Help refugees escape hungry dragons
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