Showing posts with label player characters. Show all posts
Showing posts with label player characters. Show all posts

Sunday, January 23, 2022

Land's End II: Peoples and Classes

My Land's End II campaign uses Melan's Sword & Magic rules, which are great. I have fiddled with this stuff enough that it seems worth posting about how it's going. We'll start with the playable character races in the setting.

Everything here is written to be player-facing, except what's behind the DM Notes.


HUMANS

Skin colours may vary, but no mechanical differences.
No level limits
+1 extra skill at start



DM Note: Land's End is in the Wilderlands, so the usual suspects are around: Orichalans, Tharbrians, Viridians, Altanians, all the wonderful primary-coloured folks! The PCs in this game have no idea of their origins because they all started as slaves to the lizardfolk. I rolled randomly for their human subtypes, but if the campaign started differently I would have given them a list to pick from.


WILDMEN

Degenerated humans, or perhaps their distant forebears? It is unclear.
Crude features, slightly hunched posture.

+1 STR, +1 CON, -1 INT, -1 WIS
Level limits: Fighter *, Cleric 5, Thief 5, MU 0
Begin the game illiterate.



DM Note: The wildmen's exact nature is left vague intentionally. They are a broad category that might be "primitive hunter-gatherers" as easily as degenerated or mutated men, or Neanderthals. They can pass as normal humans some of the time.  Since I use cavemen where orcs would normally go, we can call wildmen the half-orc equivalent of Land's End. 


HALF-ELVES

Savage tribesmen scratching out a living on the edges of civilization. Their mixed blood has driven them to strange practises.

Get the Find Tracks skill for free, and treat Read Signs as a class skill.
Can use bows even if their class is normally unable to.
Level Limits: Fighter 9, Cleric 5, Thief 9, MU 9


ELVES

The doomed race. Once they ruled the world, now they are dwindling, rare & lost in the wilds.

+1 DEX, -1 CON
Treat Read Signs as a class skill.
Can use bows even if their class is normally unable to.
Immune to Sleep and +2 to save vs. Charm.
cannot be raised from the dead by ordinary magic
Level limits: Fighter 9, Cleric 7, Thief 6, MU 9


DM Note: I have tweaked these bonuses slightly to fit into the setting. Pure-blooded elves are hard to find, half-elves are commonplace. They usually live in the wilderness, barely scraping by, living off nomadic herding and raiding human settlements. Elves don't look super-elfy in Land's End - pointed ears, maybe a smaller build than the average human, slightly odd features (like a human with a bit of prosthetics and makeup, not like the anime-elves you see sometimes). Half-elves might be anywhere in between, and can often pass as human.


CHTHONIC ELVES

Spending their lives underground or in dark jungles has made them strange. Rumours of cannibalism & demonology keep most other races away from the ruined cities they infest.

+1 STR, -1 CON, -1 CHA
Darkvision - With no other lights, can see in the dark in a limited way. Black & white, very little detail.
Light Sensitivity - During the day, -1 penalty on perception/initiative/attack rolls due to squinting. -2 on bright sunny days.
Ghoulish - Once per day, consume the flesh & blood of a recently killed humanoid foe to gain back 1 hp/level, up to the maximum of your hit die (ie. M-Us max out at 4 hp this way, Fighters at 10).
Level limits: Fighter 9, Cleric 9, Thief 7, MU 6


Usually, less armour is worn.


DM Note: I don't remember where I got the idea for these guys, but I have seen similar things in the OSR here and there. Someone else probably deserves the credit. Nevertheless I think they are cool so they are here to stay!


LIZARDFOLK

Fearless hunters with their own sense of honour and tradition.
Usually they find "warmbloods" difficult to deal with, preferring to keep to themselves.
They follow no gods, instead seeking harmony with the natural world.

Natural bite attack (1d4+STR bonus). Can use in a grapple, or in addition to regular melee attacks with -5 to hit.
Natural armour (+2 AC - cumulative with light or medium, but not heavy armour)
+1 STR, -1 INT
Level limits: Fighter 9, Cleric 3, Thief 5, MU 3
One of their starting skills must be swimming.



DM Note: Simplified versions of 3.x edition lizardfolk. Extra attack & natural armour are balanced by fairly harsh level limits and reducing the skill selection a bit. Also interspecies tensions may arise. They are my favourite humanoids and I like using them everywhere, especially since Land's End is a tropical climate, mostly jungle and swampland.


PLANETOUCHED

One-in-a-million freaks of nature? Children of demons? Nobody knows. Each is infused with otherworldly forces. Their features are "angelic," "demonic" or partake of one of the four elements. (An "air" planetouched might have hair that constantly moves in an unseen breeze, an "earth" might have coal-black skin or gemlike fingernails). Rude people call them "Demonbrood."

Each planetouched has +1 to one attribute and -1 to another, and level limits ranging from 3 to 9. Otherworldly nature, attribute bonuses, level limits and appearance are all generated RANDOMLY by the DM!

Inspired by, but not exactly like this.


DM Note: Some may call into question my old-school credentials for allowing Tieflings, Aasimar, and whatever the elemental ones are called. In my defense, I make all the rolls behind the DM screen. This eliminates the asinine "build" aspect of character creation - picking Air so you can get +1 INT in order to play an M-U, or whatever. This is for advanced players who want to try something new and don't mind letting the dice fall where they may! 

Putting all these types in one category also reinforces the in-game ignorance and fear that would attend them - is that guy with red horns touched by Infernal forces, or is he just a fire-guy? Nobody knows, and why take the chance? Tar & feather him!!

There are no rerolls allowed! If the player doesn't want to play the character that's been rolled up, that's fine - but the DM should note all rolls made, just in case. Some of the special abilities are powerful, but I feel it's fair since there is no way of knowing what you'll get. The DM might also want to limit these characters to 1 per group or something since they are so rare, but it depends on your milieu.

Planetouched Type (%)
01-06 - Celestial: +1 CHA, -1 STR, Cleric 9, Fighter 9, Thief 3, M-U 3
07-28 - Fire: +1 WIS, -1 CON, Cleric 9, Fighter 3
29-50 - Air: +1 INT, -1 DEX, M-U 9, Thief 3
51-72 - Water: +1 DEX, -1 INT, Thief 9, M-U 3
73-94 - Earth: +1 CON, -1 WIS, Fighter 9, Cleric 3
95-00 - Infernal: +1 STR, -1 CHA, Thief 9, M-U 9, Cleric 3, Fighter 3

Classes not mentioned have a level limit of 6.

Planetouched Attributes

The descriptions of the elemental-kin are a list to pick from. Not every single one looks exactly the same. Most of the following is from the 2nd edition Planeswalker's Handbook, or the Pathfinder SRD. I've just streamlined and adapted it for the system.

Air Attributes: light blue skin/hair, sometimes with swirling markings; surrounded by constant breeze; distinctive breathy voice, strange inflections; flesh is cool to the touch.

+1 on saves vs. air magic, additional +1 at 9th
Can go without breathing for 10 mins/day/level

Earth Attributes: brown, black, grey or white skin & hair; metallic sheen to skin; hair like crystalline spikes; blocky features, thick torsos & limbs; rough, gritty flesh; deep, slow, rumbling speech; eyes like deep black pits or sparkling gems.

+1 to saves vs. earth magic, additional +1 at 9th
Natural Armour +2 AC (stacks with everything)
Natural understanding of stonework
Climb skill for free

Fire Attributes: deep red, coal-black or brassy skin; scales of charcoal; red or mottled horns; deep red hair moving like waving flames; voice crackling like a fire; perpetually warm or hot flesh; fiery red eyes.

+1 to saves vs. fire magic, additional +1 at 9th
60’ infravision

Water Attributes: blue-green skin or hair; blue-black eyes; light layer of scales; fin-like ears; webbed hands or feet; hair waving and swaying as if underwater; muffled voice resembling underwater sounds; cold, clammy flesh.

+1 to saves vs. water magic, additional +1 at 9th
Breathe underwater 30 mins/day/level
Swim skill for free


Celestial / Infernal Appearance: (%)
Roll twice. 
Results before the slash are for Celestial-blooded, results after for Infernals.

01-04 – swirling patterns on forehead / horns on forehead
05-06 – unicorn horn / horns on temples
07 – halo floats above head / single horn on forehead
08-09 – long, thin face
10 – metallic lips / fangs
11 – pearlescent teeth / pointed teeth
12 – musical voice / forked tongue
13-14 – pointed ears
15 – catlike ears / webbed fanlike ears
16 – long nose
17 – tiny or nonexistent nose
18 – long eyelashes
19-21 – amber eyes / red eyes
22-23 – white eyes / black eyes
24 – feline eyes
25-26 – glittering eyes / deep-set eyes
27-28 – neon hair / murky, slimy hair
29-30 – metallic hair / animated hair
31 – multicoloured hair
32-33 – six digits
34-35 – burned-looking knuckles / extra thumbs
36-37 – fingers leave contrails / black fingernails
38-39 – glowing palms / red glowing fingernails
40-41 – fingers 1” longer than normal
42 – arms 6” longer than normal
43 – legs 6” longer than normal
44-46 – birdlike legs / horse legs
47-49 – feline legs / goat legs
50-52 – small feet / goat hooves
53-55 – androgynous
56-57 – fox tail / aquatic tail
58-59 – tiger tail / lizard tail
60-62 – lion’s mane / spiny ridge on back
63-65 – vestigial wings / spiny ridges all over body
66-68 – totally hairless
69-71 – body covered in short fur
72-73 – body covered in striped markings
74-75 – glittering skin / greasy skin
76-80 – scaly skin
81-83 – metallic skin / leathery skin
84-85 – feathers instead of hair on d100% of body
86 – prismatic skin / greyish skin
87 – sparkling skin / translucent skin
88-89 – special side effects
90-94 – roll twice
95-00 – roll three times


Celestial/Infernal Special Abilities (%):
Roll once.

01-15 – roll on Appearance table
16-25 – roll on Special Side Effects table
26-40 – random 0th level spell 2/day
41-51 – random 1st level spell 1/day
52-55 – 1/2 dmg from fire
56-59 – 1/2 dmg from cold
60-63 – 1/2 dmg from electricity
64-67 – 1/2 dmg from acid
68-71 – darkvision 60’
72-75 – infravision 30’
76-79 – +1 to saves vs. fire
80-83 – +1 to saves vs. electricity
84-87 – +1 to saves vs. poison
88-91 – +1 to saves vs. cold
92-95 – +1 to saves vs. acid
96 – +1 to Fort saves
97 – +1 to Reflex saves
98 – +1 to Will saves
99 – roll twice
00 – roll three times


Special Side Effects (%):
Roll as directed.

01-10 – no odour / ashy odour
11-15 – outdoorsy odour / sulfurous odour
16-20 – perfumed odour / rotting odour
21-25 – skin glows / skin exudes ashy grit
26-30 – winged shadow / casts no shadow
31-33 – clothing billows in invisible winds / no reflection in mirror
34-40 – susceptible to anti-outsider spells (protection from evil/good, cacofiend, dispel evil, etc)
41-50 – outsiders of opposite type react as though you are an enemy
51-60 – causes unease in animals
61-65 – causes unease in humanoids, reaction rolls -1
66-70 – touch causes plants to grow / wither
71-75 – claws or talons (natural attack for 1d3)
76-80 – high heat, touch inflicts 1 dmg
81-85 – cold, touch inflicts 1 dmg
86-90 – strange skin, base AC 8+1d6
91 – cannot reproduce
92 – unholy/holy water deals 1d6 dmg
93 – can be turned by clerics of evil/good
94 – cannot enter unholy/holy areas
95 – gains DR 5/silver or magic
96-00 – speak/understand a random ancient language

Basic Colour Table (d10):
1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue, 6 Indigo, 7 Violet, 8 White, 9 Black, 10 Roll 2x

Extra Colour Table (d16):
1 Maroon, 2 Red, 3 Orange, 4 Yellow, 5 Olive, 6 Lime, 7 Green, 8 Aqua, 9 Navy, 10 Blue, 11 Purple, 12 Fuchsia, 13 Jale, 14 Dolm, 15 Ulfire, 16 Roll 2x 

There you have it, my foul origins in the '90s hellscape of 2nd edition are revealed. Oh whale! Folks may also wonder at my rearranging of the attribute bonuses, but those with eyes to see & ears to hear may notice what scheme I am working from.

*****

Classes in Land's End

The core of Sword & Magic is the same 4 classes we know and love.

The fighter has 5 subclasses (plain fighter, sailor, archer, barbarian & amazon) each with a few minor special abilities. I called the sailor class 'hunter' because it fits the jungle theme of the campaign, at least for beginning characters. Magic-users are subdivided into regular M-Us and illusionists. While illusions are tough to adjudicate sometimes (I am halfway through that insane 40-page article on Phantasmal Force from Footprints #25), the class has style, flavour and lineage, therefore it must stay. Clerics and thieves are good just how they are with sneak attacks, turn undead, etc. all working like we're used to.

I couldn't help noticing the lack of bards, assassins, druids, monks, paladins or rangers though! I decided that paladins and rangers probably wouldn't fit the jungle-survival-horror setting. Assassins are great but with a comprehensive skill system they are not mechanically different from the existing thief. Bards? Not interested.

Druids do belong in the setting since so much of Land's End is about struggling through dangerous natural landscapes. I had a place for monks, too, in the hidden shrines and monasteries that would dot the region - I was already thinking of unique monk techniques from different schools, that sounded like fun. I thought it would be a fun challenge to elevate the class from the usual "dudes from fantasy-Asia get parachuted into ren-faire England" thing. 

At this point I looked back to Pathfinder. While I hate the system, some of the character classes are really good. Was the witch worth keeping? (maybe... I have yet to see a good witch class in any edition) How about the alchemist, psion or occultist? (nah) Sorcerer? (HELL to the no) The oracle? (definitely!!) 

This gave me an expanded class list rooted in the classics with a sprinkle of the new:

Fighters (Fighter, Hunter, Archer, Barbarian, Amazon)
Cleric, Druid, Oracle, Monk
Magic-User, Illusionist, Witch(maybe)
Thief

In the future, look forward to write-ups of these other classes, starting with the oracle.

Friday, February 7, 2020

Humans of the Wilderlands

I started running an open-table game set in the City-State of the World Emperor. We'll see how it goes. Some rank beginners to D&D have come out to play, and this is great, but does come with its own set of challenges:

What grinds character-creation to a halt is asking players to MAKE ANY DECISION. I think this has to do with the amount of information people need before they're willing make a choice. In 3rd edition there are dozens of starting feats available to 1st-level characters (I had to create a 3.5 character on the weekend to play in a friend-of-a-friend's game, and hated every second of it. The choices I mean, not the game itself!). There is no way a brand-new player can sit down and make any sort of informed decision about his feat choices on the day of play. He needs to take the book home and study it. Bleah!

Veterans with a given ruleset are fine here, but there is also information about the setting that must be considered, and this varies from DM to DM and game to game. Even one-axis alignment (law, chaos, neutrality) is too much setting info to absorb for some people I know to make a decision! Forget about adding complexity to PC races beyond "I'm a dwarf." You're going to hear that Scots accent whether you like it or not.

In the Wilderlands, a human character's origin might actually matter later on, but all cultures and races seem interchangeable at first with only short descriptive blurb. Thus I must force players to roll on a table. If they don't like what they get, they must pick a different option right away, and we can move along to the game itself!

EDIT: after James Mishler's great comment (thanks mate), I thought I should re-write these tables in alphabetical order, to better accord with his descriptions.


Human types in VIRIDISTAN (d%)

01-10: Alryan
11-15: Altanian
16-19: Amazon
20-29: Antillian
30-35: Avalonian
36-39: Dunael
40-45: Ghinorian
46-55: Mixed
56-57: Orichalan
58-61: Skandik
62-71: Tharbrian
72-00: Viridian


Of course distributions will vary based on location, population and political concerns. On the edge of the world, things are different, and it might look like this:


Human types in LAND'S END (d%)

01-10: Alryan
11-35: Altanian
36-45: Amazon
46-55: Antillian
56-57: Avalonian
58-60: Dunael
61-62: Ghinorian
63-77: Mixed
78-87: Orichalan
88-95: Skandik
96-98: Tharbrian
99-00: Viridian


For Wilderlands vets: I have omitted the Gishmesh and Karakhan because I decided that continent is a foreign and mysterious place known to very few. PCs being from there would squash that. Yes the game world does "shrink," but it's pretty huge to start with. The Land's End group have only ranged about 35 miles from town so far!

If a player already has an idea for their character there is no need to roll, but now I have this lying around should the need arise.

Friday, November 22, 2019

Let's Get Dangerous

Well, I'm working night shift pulling cable through government offices for a few months. So it's back to Nocturnal Supremacy, Livin' After Midnight, Dead By Dawn type shit in the realm of Terrible Sorcery. For my 100th post, let's take the piss out of some other people's opinions. Everyone is talking about character death again, I guess. Is this a sign of decadence in a movement: folks arguing about things they claim to/should already know the answer to?


Hey man. Play the game you want to play. "If your players are having fun," you know the hallmark card advice. But without the real chance of PC death, mutilation, loss of equipment, level drain, etc. aren't you just walking on a really slow treadmill? Wouldn't it be just as rewarding to re-watch Lord of the Rings?

I haven't lost a character since my younger days (although I have come close more than once) because I'm mostly a DM. But I really do not understand folks who say the world isn't immersive if characters die. I'm not a method actor! I'll sit at the table the whole session whether it's my turn or not. My character might be alive, dead, petrified or falling down a bottomless pit, I'm experiencing the game world all the same. If I'm interested in what's happening, I'm focused whether my character makes it through or not. If your players don't care about your game, preserving their characters won't save anything.

I also don't understand how it Disrupts The Story. I just assumed that at this point, everyone on my reading list knew what the fuck a sandbox was. If you need a particular character to survive for the story to work... aren't you just 'playing' a soap opera?

Although there is an "anti-death" point to be made about the quality of a character's dying. Sometimes you're just going to get gutted by a 1hp goblin and that's life, but I fear a lack of imagination or originality in many games sucks the juice out of what could be a memorable event at the table. When you tell the story of Sir Dave, will it be "fell in battle with orcs" or "driven mad by the dreaded hypno-ghouls of K'n-Yan"? Play the game you wanna play, of course. But how many combats have you played in that would've made a really memorable character death?

Gary said characters should have a 70% chance of survival and feel like they have 30%. For my part, I have never had more exciting game sessions than when I was CONVINCED we were all fucking toast. Sure, a tight & well-executed plan that comes off smoothly has a charm of its own, but nothing remotely like pulling victory from the jaws of defeat, surviving against impossible odds. Like playing DOOM without the cheat codes, you cannot get that feeling without the possibility of failure, and in a game about fantasy adventurers that's going to include character death.

If you haven't ever felt this sensation, you owe it to yourself to try playing this way. The sense that a bad tactical decision, lack of attention or even ill-luck could end your character forever is a completely different game.

It cannot be faked.

Fuck man, why does anyone play this game? Do you want to have an experience, or just bounce some dice back & forth and add up the numbers on your sheet? Would you rather get laid or just masturbate? One has some non-zero chance of going wrong.

And the other is just... killing time.


*****

A few voices on this subject, past & present:

Jeff Rients responding to a tweet - and celebrating famous dead PCs  - and advising players on how to escape death!

Anthony Huso plays a RAW but sensitive game

DMDavid surveys character death through the years

Noisms wonders about length of chargen vs. player cautiousness - and a Philosophy of RPG combat - and incentives matter

And of course, sport vs. war

*****

Now it's time to celebrate my 100th post with a few fancy drinks. Chin-chin!