Friday, 14 December 2012

Old School Hack In A great Murderous land part 2

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OLD SCHOOL HACK IN A GREAT MURDEROUS LAND

part 2 : "The Continuing"

And here is the remaining 6 or 7 guilds.

I am indebted to this compilation here: http://fictivefantasies.files.wordpress.com/2011/08/fictives-talents-and-templates-20122.pdf of which I have extensively reskinned or copied mechanics.













Mystic Prancers







"Back in the good old days when dancing meant exploding"




A magician who instead of magic gestures and grand verbosity, makes do with silence and fancy footwork.

They have dance schools atop hilltops. They are well traveled and well liked, helping people where ever they go. Mystic Prancers who betray or steal from a benefactor risk The Judgement of Boots, which involves high level mystic prancers tracking them down and kick them to death.

Inherent:
HAPPY TRAVELS: When entering a populated area you may make a charm check to know of and find the whereabouts of a friendly face, who will aid you if not too much risk to themselves. The person is generally not of particular wealth or influence, but as you gain levels the might be. Generally assume them to be of equivalent power level to the mystic prancers level -2
Limitation:

IF they can't dance they can't use their talents. They also are obliged to officiate various occasions with special dances if requested by a community.

Talents:

Shinkickery:(constant) if you successfully impede someone you inflict one wound via viscous toe stomps and shin bootings. I


Skedaddle:(arena) as a focus action dance your way across water without sinking, ice or oil with out slipping, and avoid any foot related hazard




Such Dances! (Rested). Making appropriate dancing for at least 10 minutes, you can evoke

in your audience the desire to fight, sleep, or celebrate. They get +2 to one Commitment roll or one to hit roll in the next hour (can be applied after rolling), or are +2 difficulty to resist falling asleep (Commitment test), or +2 to Charm tests or Brawn rating (for drinking) during a celebration.


St Vitus Dance: (rested) as focus action you being a beguiling dance of bamboozling bewitcherment. Anyone in your arena must succeed in a commitment check or do nothing but dance along with you until the end of the next round. You may continue to dance as long as you yourself succeed in a commitment check after each round of dancing




Impudent Strut: (Arena). Take a focus action doing the most mocking , prideful and sassy of dances, and heal one wound box. Only works if three wound boxes are left uninjured, and if there is someone to impress other than you and yours and your foes.



Level Titles:

lvl1:Caper

lv2:Footloose

lv3:Fancyfree

lv4:JimJiimanee

lv5:ArchJigger






Drinklers







“If you drink it, it, by definition, is a drink”



Alchemists who use no laboratory but their own bodies , ingesting every conceivable liquid to combine it inside themselves and then secreted various potent elixirs and magic potions. Part visionarys, part gutter poets, and mostly lushs, Drinklers can vary from ambitious connoisseurs , risk taking scientists, or just plain drunks.
There is no formal training other than conducting your own bizarre drinking experiments. If you happen to survive them, congratulations you are now a drinkler. Some drinklers have a recipe book where they make notes and work out theories. Others just don’t care.

Inherent:

Bowelchemy : You drink all kinds of bizarre stuff and bizarrer stuff happens, for your body is a laboratory, a temple, a brothel, a kitchen and a battle ground. Anything you drink, other than water, evokes strange reactions.
Water no longer counts as water if it has more than 5% of something added to it, unless that thing has a noticeable effect on biological stuff. So water with a drop of poison would need a roll on the table, but water with a drop of lemon juice would not. A glass of water with a tenth of juice in it would however.


You can open throat scull up to 3 litres in one go. Lets say thats about 20 cups.


The normal effects of the liquid do not apply , unless they are instantly dangerous to

touch (like the strongest of poisons, molten metals, boiling water or strong acids). What happens is you flip a coin to choose if you or the d.m picks a verb. In either case the d.m has to determine what mechanical effect that verb has. Say you pick "fly" , the d.m will most likely let you fly briefly , (roll a d6 to determine how many rounds the duration is), "burn" might make you catch fire, "suddenly" might give you an initiative bonus, or make a random monster attack, suddenly.


IF you drink 2 liquids at once, you pick a verb and the d.m picks a noun. (so "Shining Dogs") If you drink 3 liquids at once , you pick a verb, the d.m picks a noun and a random other player picks an adjective. ("Hurt Ghostly Pudding")


If you spend an awesome point you can choose which category of word everyone picks instead.


Everyone reveals/says there word at once. Table talking about what words another player should use will cause the instant loss of all your awesome points and a frowny face.


(note at the end of this post is more mechanically detailed drinkler rules (at for d&dish systems)


Limitations:

arch lush:

You feel compelled to reckless experiment with any and every kind of mood altering, body warping, life threatening liquid possible.


Talents:


Make Party. (Rested).You can "make party" nearly anywhere. As long as there is room and opportunity to get loud, high, and social (i.e booze , drugs , snacks a plus but not a must, must be able to move around a little) You can help up to 1 person per your Charm count as Rested

in 1 hour.




Belch of the Gods (arena). Those in melee range must pass a Commitment test at or be -2 on all rolls until the end of the next round.




ThunderChunder: (rested). The vast toxic waste dump of your stomach can be violently ejected on someone in your arena , as ranged attack. This does one wound and inflicts on them whatever the last Bowelmechy effect you had was.


Poison the Poisoner (constant) If you have been affected by a poison you may make an attack at the next opportunity where you spit the poison at someone as ranged attack. A succesful hit means they must resist the effects of the poison


Quenchless Thirst (rested) You can temporarily repress you bowelchmical talents and drink a whole bunch of fluid. Like.. a whole bunch. Up to 5 times your body weight infact, causing you to swell up like a balloon. You need to be rolled around to move. This gives you +2 armour class but makes any hit inflict +1 wounds. IF you release this liquid, it is a mighty torrent moving everyone in your way into 2 or 3 arenas a way and prevent them for under taking any actions this round.



Level Titles:
Level1:Nip
Level2: Inhibitor
Level3: Uninhibitor
Level4: Quaffer
Level5:Pissartist






Thinklers:


















"I think therefore I am"




Mimics of people, who store the impression and impersonations of a 1000 people inside their skulls. Capable of combining these mental fragments to give themselves skills previously unexisting.

Inherent:

Mirrormind: really spookly good at getting in peoples heads. You get a to roll an extra die and discard one, on any check to intimidate, read between the lines, haggle or anything else that can benefit from a razor sharp understanding of how the other thinks.


Limitation:

No-one can ever really tell if you are genuine about anything. Your identity is a vast cloud of possible personalities and this means you are forever outside of people.


Talents:

Observation: (constant) With a minute of observation of an npc , the d.m must tell you their primary motivation





Somberism:(as Sleep Spell.)Rested. Focus action. You can make your voice take on a somber and restful tone,


making two opponents or any number of minions in your arena that can hear you fall asleep by


making a successful Charm vs. their Commitment(s). They will sleep through any noise, but a good


shake or swift kick is all it takes to wake them.





Inconceivablity:(Rested): Get +2 on a check through the sudden creation of implausible skill. You must come up with a name and the description of this skill on the spot. You can never use the same skill twice. Example you are trying to throw a rope over a evil horses neck, you declare that you are temperequiliratioism, a scholar of the ratios between a horses temperate and neck size, and thus have a crystal clear understanding of the exact position of the horses neck


Mimicry:(Rested): Take a focus action and spend an awesome point. If anyone uses a talent in this round you can also use it to when your focus action resolves.


Assumings: (Rested): Study someone for at least ten minutes. After this with a successful awareness check you will be mistaken for them, unlikely as your appearance might dictate. This effect lasts for an hour and you can only assume one person at a time.







Level Titles:


Lvl1:Cluedo
Lvl2:Reflector:
Lvl3:Gesaltist:

Lv4:Everybody

Lv5:ThinkTank






Sprinklers











“Try everything twice”




A little bit of everything is the sprinkler.



Inherent:
Lust for Life: Every time you try something new, exciting and unusual , you gain an awesome point . You can also pick up any job or trade quickly and can earn a basic wage anywhere.


Limitations:

You never have the concentration to master something. And your open mindedness can lead to an inability to make decisive actions.


Talents:


Conversationalist.(constant) Your broad knowledge means you can engage just about anyone in conversation on something that interests them. Gain +2 on a Charm check if you can have a chance to strike up a friendlyish conversation



How Hard Can It Be?(rested) You can interact more or less adequately with something requiring specialist and/or obscure knowledge with no previous experience of anything like it.


Picked it Up Somewhere (rested) you can spend 3 awesome points to use a talent from any other guide. You may only do this once with that individual talent




Juggling. (Constant) Can juggle objects equal to ½ Daring without needing to roll. Also, +1 to hit

when throwing ranged weapons within the same arena.


Bagatelle: (Constant) You can do minor magic tricks , like make a small object appear and reappear on your person, small flashes of lights, levitate a small object with in reach etc.


Level Titles:


Level1:Pinch
Level2:Dash
Level3:BitofThis
Level4:BitofThat
Level5:DukeofNotQuite









Men of Ill Repute







"the dead are honorable"








a warrior who is both a duelists and a gutterfighter. Think Fight Club for something similar to it’s philosophies and membership process. Higher level Men of Ill Repute will sometimes run informal schools (or “pits”) to pass on skills, but this guild has no on going commitments required by members, so they generally making their living via violence and however they can get paid with it.
No gender restrictions despite name, although the title “Man of Ill Repute” is still used no matter what gender.


Inherent:

Mayhem: you heal a wound per level when you start a fight. Also when you start a fight you can choose a consequence of the fight that you can shape it towards. Such as getting everyone arrested, the ship to start sinking, a fire to break out. This is both use of opportunities as well as magical luck manipulation.


Limitation:

You look beat to shit, have a bad way of attracting trouble and enjoy it too much for your own good.


Talents:


Babes Dig Scars: (as per the Fighter talent "Armour of scars", but the +2 is for talking people into violence)


Exploit Weakness (as the fighter talent)





Rhythm & Distance. (Constant). Familiarity with all melee weaponry grants +3 arena bonus instead


of +2 for all weapons but Ranged.





Will Consider Anything: (Constant) As a focus action quickly improvised a weapon of any type (light, heavy etc) from the environment (you must describe what you are using, it can be something not obviously deadly, but in your hands..). IF you spend an awesome point its a free action.




Cheater. (Arena). On a successful Cunning vs. Awareness, switch a foe’s arena bonus to a penalty

until the foe takes a focused action to repair the cheat or switches tactics to get around it. (you must give a reason, flimsy or not, how you are going about this.


Level Titles:

Lvl1:Thug

Lvl2:Cestus

Lvl3:MAddog

Lvl4:Mangleman

Lv5:Brawl-lord

















Women of Nil Dispute










"death and secrets"



Killers and mind warpers , assassins of both mind and body. Like a challenge, collect achievements, not complete pychopaths but just appreciate the art of a kill . Despite the name , any gender can be a Woman of Nil Dispute.



Inherent:

Murderist: You inflict +1 damage with any weapon


Limitation:

Artistic temperament: If a fight seems routine or dull, it's hard for you not to resist making it more "interesting"


Talents:

Daughter of The Slaughter: ( Arena). Impatience for sweet violence drives you forward, add Daring to a melee attack roll





Silent Death.( Arena). If undetected (or unsuspected) by a target, you can make that target dead by


rolling 1d10 and getting a number higher than the target’s wound boxes. Otherwise, the target is not


injured, and is now aware of you. APs cannot be spent on this roll. If used in combat, this takes a


focus action.






MindKiller (Arena). With complicated feints, misdirections, unusual attack angles and low level physic tampering means it easy for you to take an opponents advantage for your own. Always roll simultaneously with other attackers in the arena. Activate this talent to trade rolls with one of them.





Wordkiller (Arena) You can slice sounds out of existence. Your attack this round instead prevents any noise

being made by one source (a person and their equipment or similar grouping) being made


Tough (Constant) You can ignore the first wound in combat.


Level1:Shank
Level2:Shiv-er
Level3:Scarlet
Level4:Ruinous Slattern
Level5:Bladed Lady








Children with Eye Teeth to Spare







"The world in our teeth"




conjurers whos power is stored in their toothy necklaces. They can summon creatures via the sowing of teeth, cast curses, and gain powers from gnawering on tooth. This witching stunts their growth and gives them the body of a wicked pickled child.



Inherent:


Dentalmancy: You sow teeth into the ground for a variety of weird potencys.. Also, upon leveling, you can use your Attribute point to buy a Dental Talent for your summoned minions. These are known as dentalings. Dentalings look like skeletal version of whatever the tooth was from , but with clusters and jags of broken grisly teeth sticking out of them. YOu are assumed to start with 1d10 common teeth and 1 uncommon. A Dentalalic or Dentalolist are also dentalings.


Limitation:

you are kinda fucking crazy and no-one likes you.


You also look like wickled pickled child.


Seriously, no-one likes you dude.


Talents:

notes on tooth sowing.

Commitment controls dentalings. You can control 5 wounds of dentalings per Commitment rating at a time.


Any creature has 1d10 suitable teeth in its mouth (after removal)


Common teeth are those from a mundane human or boring mundane animal


Uncommon teeth are those from a cool mundane animal (like a bear or a rhino) or someone of merit


Rare teeth are those from a bad ass monster or a guild member of atleast level 3


Legendary teeth are those from someone of level 5 or a rare , terrible , beast.



TALENTS:(note Children of Too many Eye Teeth get to start with one talent from below and one talent from the Dental list, which is further below)


Up Dentaling! (arena). Focus action.Grow a number of dentalisngs up to you commitment rating. You will need to sew that amount of common teeth. . It lasts until the end of the situation (combat or encounter), but they are stupid and without initiative. You can spend one awesome point to give one dentaling a dental talent that you know. (assume as minions)


Serve Dentalalic! (arena). Focus action. Raise a dentalatic from a sewn uncommon tooth

it last until the end of the encounter and has minimal intelligence. You can assign it 1 known Dental Talent per Commitment

bonus, at the cost of 2 Awesome Points each. (assume stats as guard)


Behold Dentalotist!.(Rested). Growth takes 10 minutes per wound. Grow a Dentalotist from a rare tooth. It can have a number of

wounds equal to your Commitment x3. The monster can be granted up to 1 Death Talent per your

Commitment.


ToothGrinder: (arena) you devour one of your collected teeth and can give your self one dental talent that you know until the end of the encounter.



Bone Truth: (Rested). Focus action. You can twist the skein of fate so that one thing that you say will come

to pass—maybe not the way you think, but somehow it will come true. There must be a condition,

however; some way that the curse can be broken. You declare want you cursing, how it can be broken. The d.m then decides how expensive that is. I.e what value tooth it is (common , uncommon, rare, or legendary) or how much permanent wound damage the curse inflicts on the curser (1 to 4, as equivalent to the teeth values above)


You then declare how much wounds you are permanently taking (from 1 to 4) or what tooth you are offering. If it is less than what the d.m has secretly decided, you take the damage/lose the tooth and the curse fails.

Other wise it works, BUT if the scope of the curse is too big, or the effect too awful, then the curse will somehow rebound and while you get what you want it will lead to your sorrow and the destruction of your own hopes


Examples of common/1 wound curses: Cannot speak for a month, will be hurt in the next battle, lose their sense of taste, plagued by dreams for a month

Uncommon/2 wound curses: Anything they state with sincerity will always been taking as its opposite meaning, a field will not grow anything for a year, a new born child will sicken and die, whenever you draw your weapon it must be used to hurt to its full extent or it will break the next time it is used

Rare/3 wound curses: Blinded, rendered infertile, will always trust the untrustworthy and mistrust the trustworthy, forever plagued by nightmares

Legendary/4 wound curses: A region is rendered infertile, a family line is cursed to always die young, you will somehow be the cause of your lovers death, if you stay in one place more than a night plague will blossom, you cannot draw substances from food or drink but only from one secret thing.





Dental Talents:


o Compelled to Answer. Rested. The dentaling will answer 1 question per the raising necromancer’s

Commitment. It can only lie if it beats the Child's Commitment with its Cunning roll,

generally at no bonus. It can only answer questions that the tooth’s owner knew in life. It can answer

questions for 1 day per the raising Child’s Commitment.

o Disguised. Constant. Appears to be alive, if distracted and withdrawn. An Awareness test in the same

arena, or at -2 from an adjacent arena, identifies the ruse.

o Life Drainer. Arena. Focus action. If it gnaws at or punctures and drains or uses some other method

to pull life out of a target, the target loses 2 wounds and the dentaling gains 1.

o Mighty. Constant. Counts as +2 to Brawn, and does +1 wound in combat.

o Paralyzer. Arena. If it touches a target with a hand or appendage, not a weapon, the target must test

Commitment or be immobilized for about a minute, unconscious and vulnerable.

o Rest. Rested. It can lay down and pretend to be dead, activating at a signal from the controller or

when some set condition is met. If it rests more than an hour, all wounds are healed.

o Stench. Constant. Those in melee range must pass a Commitment test at -2 or be -2 on all rolls while

in proximity, and for a minute afterwards.

o Terrifying. Arena. Its horror is unveiled for a moment, and all living beings in the arena must test

Commitment or flee.

o Tough. Constant. It can ignore the first wound dealt by any attack.

o Weaponized. Constant. Choose one appropriate weapon type, and the undead is either armed with a

weapon of that type or is physically modified to function as though armed with such a weapon.



Level Titles:

level 1: Nipper

level 2:Bone orphan

level3: Resurrectionist

level 4:Gnarled Prince

level 5: Vorelord





Oh and here is some more complicated rules for Drinklers for any vaguely ad&d system


MAGNUM OPUS:Your body is a laboratory, a temple, a brothel, a kitchen and a battle ground. Anything you drink, other than water, instead evokes strange reactions.
You can open throat scull up to 3 litres in one go. Lets say that's about 20 cups.
Roll a 1d12 whenever you drink something other than water. This includes things that are hazardous like poison, but not instantly hazardous like boiling lead or acid. (although at higher levels you get resistances to such hazards). Water no longer counts as water if it has more than 5% of something added to it, unless that thing has a noticeable effect on biological stuff. So water with a drop of poison would need a roll on the table, but water with a drop of lemon juice would not. A glass of water with a tenth of juice in it would however.

Once you roll the table, this is how your body reacts to that fluid until you sleep, eat, or drink something else.
1-2: does exactly what it would normally would do.
3:Roll on whatever mutation table you have handy. Can I suggest http://monstermanualsewnfrompants.blogspot.co.nz/2011/12/1d100-table-of-mutations-and-wait.html ? Has a one in 100 chance of being permanent. Otherwise lasts a hour per cup drunk. Effect is once off this fluid today.
4:nausea, -1 to all rolls for a hour per cup of drunk fluid.
5: heal 1d4 hit points /per level one time only for this fluid today.
6: Hallucinations: as confusion spell, effect lasts one round per cup drunk
7:No effect, counts as water for refreshment purposes
8:+1 to a random stat, for an hour per cup drunk. one time only for this fluid in this day
9: You immediately need to projectile vomit. This is a ranged touch attack to someone or thing with 5 metres. It does 1d4 acid damage. You can make a con check to hold it in. Success means you take 1d10 damage from physical strain and internal burns.
10:Reverse the effect of liquid . Any effects with a duration lasts one round per cup drunk. If the d.m can’t think of how this would apply, liquid counts as harmless
11.50/50 chance of either slow or hasted. Effect lasts for 2 rounds per cup drunk.
12:Con save or take 1d4 damage per level per cup drunk.. Success means half damage.

Things get far , far more interesting if the drinkler drinks two or more fluids simultaneously or in quick succession
you can handle up to 2 fluids +1 per 3 levels mixed either quickly before drinking or simitanously poured into your throat. Handled in this case means the effects of your Drinkler powers applys to that amount of types of fluids, if there is more types than you can handle , randomly determine which ones are part of the reaction and which ones are resolved as a solo fluid.
For each toxic fluid roll a d4, for each gross but not necessary a serious threat to health (like off milk) roll a 1d6, and for anything else roll a 1d8 (benign). Body fluids are generally gross but if you get into an argument about what counts as gross or not to drink (milk for example), rule that gross is anything that would be difficult to scull a litre of on a empty stomach. Beer counts as benign though.
Anyway roll these dice.and if you get (effects stack, and a die result can count in more than one category, but not in the same category, so if you rolled a 2,3,2,4,2 a two would count in the straight, and the triple, but not a double and a triple)
double ones: The most dangerous liquid effects you as normally (ie someone not a drinkler drinks it ) the rest are ignored, unless activated by the rest of the results you roll
triple ones: All liquids effect you as normally they would. If you are not drinking anything toxic, one random liquid counts as a poison inflicting nausea and d10 damage or 1d6 damage on a successful save
quadtruple ones (or more): All liquids affect you as normally, in addition make a con check for each of the following conditions , failing each means you are affected by that condition for 2 rounds per point of failed save (asleep, nauseous, confused, stunned, paralyzed, slowed, weakened)
straights are having numbers in sequence, ala poker hands, ie like rolling a 2,3,4
straight 2 : choose a 1st level spell to duplicate.
straight 3:choose a 2nd level spell to duplicate
straight 4: choose a 3rd level spell to duplicate
straight 5:: choose a 4th level spell to duplicate
matches:
doubles:choose a first level spell that affects you , and randomly determine one that affects someone else within 10 feet. Choose target before rolling spell.
triples:as above but 2nd level spells
quadruples: as above but 3rd level spells
double pair: choose a first level spell, maximize all random results, like damage, and -2 to enemy saves
full house:as above but 4th level spell

Thursday, 13 December 2012

Old School Hack in a Great Murderous Land

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Old School Hack variant setting.

GREAT MURDEROUS LAND


Old school hack is a system I really want to play more of. The awesome point system did not seem to work that great on g+ hang outs, and that is my main source of gaming.

So that has made be distracted by other things, but it's definitely on my brain.


Anyway, GREAT MURDEROUS LAND is an idea that came out of Jez Gordon riffing off some grand titles and shit being talked about making a setting for it. Now me being one to take a joke long past its natural shelf life, I on and off again monkey punched some kind of red box system for it.


Anyway that slowed to a trickle (a monkey scratching?) and then I decided to can it.


And then I was like oh I could quickly finish it off as an Old School Hack variant.

So here I go.


GREAT MURDEROUS LAND is a post apoc fantasy setting. Think a mash up of tank girl, mad max, wizards, and..the dying earth trilogy.


A big red desert land with ancient and surreal rock formations with sporadic ruins and oasis.

Up the far north is thriving rain forests teeming with dinosaurs and time exiled jaded decadent immortal sorcerers in the style of an Indonesian Mobieus


Deep South becomes increasingly forested , and a maze of mountain ranges, fiords and sounds, in a unlikely patch work geography. Inhabited by fierce birds of the land and sky, grounded bats, and weta the size of horses. This eventually gives way to a vast ice land , the realm of terrible space moose , goliath white bears, and spindly towers shooting beams of light into the sky, one of the few remaining structures of the Stupids (as the ancients are known).


In this land , populations of humans (now a riotous mix of mutations , ethnicity, and animal parts) are clumped in villages, trading towns, and citadels. There is no organization of population beyond that of a days walk region. The Guilds however, extend beyond petty boundarys.


Each Guild is centered around an applied philosophy, a philosophy which gives them techniques and potencies beyond that of everyday talents.

Beyond this in common, the Guilds are diverse. Some are knight errands, traveling peace keepers and monster slayers. Others, assassins and mercenaries, or scholars of unbelievable things.


You character is a member of one of these Guilds. Guilds have no over reaching political goals, the individuals are free to apply their skills however they see fit.




NEW WEAPONS

LIGHT

knuckle duster

katar

trolley bar

Claw hammer

Climbing axe

Baseball bat

Crowbar


REACH

Great Cat of nine tails

Sharpened stop sign

Meteor Hammer

Dragon Pole

Bullwhip

RANGED

Buzzsaw Launcher

Boomerang

(note: most peoples mental concept of a boomerang is actually the one used as a practise thing or for hunting birds. These stats refer to the one which was used for beating people with and skimming along the rock hard ground to break kangaroo legs. )

Bowling Ball

DIY rifle

DIY Shotgun

DIY Pistol

Miniature Trebuchet

Spear Gun

HEAVY

Mattock

Sledge Hammer

Parking Meter

VERY HEAVY

Ludicrously Big Tetsubo

Dinosaur Jawbone

Wrecking Ball




Light armours:

leather, inner tube hauberk , hide, sports equipment, road kill (flattened ,dried and sewn together) croc or dinosaur skin


Medium armours:

Chain (made from bicycle and motorbike chains), tortoise plate (either a single shell or made out of more smaller ones), bone, street sign ( bend crudely to wrap around chest), phone books (duct taped together, also made from encyclopedias and glossy magazines), car tyres (cut into strips and overlayed like scale mail)



Heavy armours : Boiler (parts of an old pot bellied stove), car parts, Ned Kelly ( crude plate as made famous by Ned Kelly), Glyptodont hide


Brutal armours (very heavy) :

are works of artifice and madness renowned and feared : they include such things as the MostofaCar plate, RendererBeetleChitin, HalfaTractor and lost battle suits of the Stupids (as the ancients are commonly referred to)



Shields :


They are such things as a thick metal oven tray, a tortoise shell, a cupboard door , a stop sign, as well as the classic small or buckler shield. Also excessive Patroons , big spiky bracers or flared stylish Vambrace , and gauntlets count as small shields. You may not stack this bonus with additional shields, re-enforced bin lids, small tables, and your classic knight or round style shield, manhole covers, triceratops head frills.


GUILDS:









Squabblers





:






“Chaos As Cover”



The squabblers guild teaches exploiting opportunity , using chaos as cover, and risk as a jilted lover. What ever that means. This guilds skills are passed down in a loose apprenticeship system. They are loose cannons, mercenaries, thrill seekers and bounty hunters. Outlaws
hunting
outlaws, renegades.


Inherent:

Risk Suss: you may make a cunning check in order to get a general impression of the game statistics and overall threat or capability ilf a monster, person, trap or hazard.
You may also use to get a general sense of risk or danger.


Limitation: You are a chronic trouble maker, lever puller ,adrenalin junkie and generally all around sugar crazed child


Talents:


Harangue: (arena)

As per the thief talent "Distraction" but using your Commitment instead. This talent works by unleashing a torrent of abuse , mockery and challenges, luring or provoking the target where you want them to be


Escalate : (rested)

You make a series of unbelievable brash and reckless actions (such as setting yourself on fire, tying your weapon to your head, making as much noise as possible, shooting the balloon or more than likely all of the above). This forces the d.m to do atleast 3 things that "feed the bowl" but makes any awesome points you spend count as if you had spend 1 more than you had until the end of this encounter.


Exploit Weakness (as fighter)



Charger (as fighter)


Quick Reactions (as thief)


Level titles:

Lv1 : Tetchy

Lv2:Malcontent

Lv3: Katzenjammer

Lv4:Cacophont

lv5: Rancorous Rex









Agitators







"we are not in the least afraid of ruins"



Agitators: Subscribe to philosophies of barely coherent social darwinism and oppose all forms of charity , privilege, status quo, inheritance and child-parent relationships. They rarely reveal themselves as Agitators, preferring to disguise themselves as soapbox speakers of whatever is a undercurrent political stance. Other notably activitys include vandalism, burning rich houses, swapping babys and kidnapping children. The guild passes on its secrets hidden in

classifieds in the newspapers, bizarre manifesto, incoherent arguments, and initiates new blood
from childhood with in the manner of Fagin and his child thieves.


Inherent:
ShitStir: (rested) You make a charm check to shift the reactions of an individual or a crowd against
someone or thing. The individual or crowd cannot be swayed if they know you are trying to
shitstir. You can shift the targets reaction from Love to Like, Like to Neutral, Neutral to Dislike,
Dislike to Hostile, Hostile to Riotous. This takes at least half a hour of conversation. You may
only shitstir one individual or group of people in a week.


Limitation:

You fear complacency and stagnation, and abhor being beholden to others.


Talents:


Disguise: (constant) You may make a awareness check to disguise yourself as someone different, given access to the appropriate disguises and makeup. You can also make an awareness check to for general blending in and looking like you belong.


Work The Room (as cleric)


FireStarter: (rested)Given a day to spend going about bars, and social centres, and with a

successful charm check, you can trigger a riot if there is a reasonable amount of social unrest. How much it spreads or is contained depends on d.m


Cloud Reason: (arena) You can call upon strange potency to thicken the thoughts of others, making it hard to think clearly and act decisively. Anyone not currently parallel to your aims in the current and neighbouring arenas suffers -2 to Daring checks


Sew Doubt: (arena) As Cloud Reason, but instead doubt flickers into the hearts of those not for your aims. They suffer -2 to Commitment checks.






Level titles:
level1:Rabbler

level2:Provocateur
level3: Cage Rattler

level 4:Misruler

level 5:Moblord










Chastigators







"We Will Punish You"



Armoured warriors with the ability to rebound magics. Avengers and vigilantes.
Teach their skills in small informal schools like a martial dojo. Philosophies of justice and
standing up for the underdog, but slightly in a “it’s all about me” batman kind of way.
INherent:

Grudging:
Chastigators are stubborn and determined trackers and amateur psychologists. You
make awareness checks with anyone you have a grudge against to track them andl in a more general “what would I do if I were that fucking kangaroo grog stealer, would I
be disguised as a apple cart pusher or hiding on a rooftop with a bowling ball?”
It’s the d.m’s call if you have enough of a feel for the person to use this one them. Generally it
means at least one conversation or battle with them, or 3-4 hours researching them, asking
questions of people that knew them, or going through their stuff.

Limitation:

You cannot let a slight nor favour go unchecked or rewarded.


Talents:


Make An Oath (as dwarf)


Face Breaker: (constant)

If you have a grudge against someone or they are between you and the target of your grudge all your attack die are face die against them.


Armour Of Scars: (as fighter)


Counter Spell (as wizard)


Bulwark of the weak (arena): You can make commitment rolls on behalf (if they want you to or not) of anyone in your arena. If you fail however, they and not you , are effected as per normal, and you cannot spend any awesome points (or use this ability again), until the end of the encounter, or until they make a successful commitment check against something.


Level Titles:

lvl1:Grim

lvl2:Hound

lvl3:Scrouge

lv4:Fury

lv5:Certainty










Naysayers







"Keep Calm, and Do as I Tell You"




Hammer wielding fighters dedicated to stability, preservation, and not being too hasty now. This guild teaches their skills in a formal gyms with this purpose, and runs programs kind of like the boy scouts.

Inherent:
Sorting Things Out: You can calm or sober people up.After addressing a person or persons and successfully making a charm check everyone within earshot of you calms down and/or can make another save if they have been affected by some kind of mood effecting drug or spell or advanced manipulation technique.

Limitation:

Busybody. Seriously , you always feel compelled to give your opinion or step in, or try and sort some one else's problems out.


Talents:


Hammer Mastery.(Constant) You are +1 to any test using a

hammer. In combat, you can choose: +1 to hit or +1 wound


Level Headed:(Constant)

+2 to saves versus any effect trying to change your emotions towards any extreme (but not away from)


Armour of Scars (as fighter)


Command:(rested) You can shout a one word command at someone (or someones if they all are engaged in the same activity), roll commitment vs there commitment , if they lose they must immediately do this action. It must be an action they can normally consciously do, ie not sleep or die, but fall or drop would work.


Nay!:(rested) If you have not already acted in this round (but can have declared something that has not resolved yet) you may interrupt someone elses use of a arena or rested ability, and if they cannot beat you in an opposed commitment check they ability automatically fails. This counts as your action for this round


Level Titles:

Lv1:Sternling

Lv2:Disapprovalist

Lv3:Upholder

Lv4:Pillar

Lv5 Gaveleviathan






Flagellantelopes










"Pain is just weakness leaving the body"




Maddening devotees of pain and running. Fight with cat'O'nine tails of vast ruinous size. Can take on others wounds, and share they own out. Graft a dik-dik's face onto their own at first level, then moving up to the duiker, and later springbok as they progress in their status.
Applicants wanting to become a flagellantelope must apply to a master who will make them undergo grueling challenges before beginning their training.

Inherent:

WayOfWounds: You may make awareness checks when studying a corpse, injury or scene of violence to learn the source of the violence.


Limitations:

You may not wear armour or use a shield. If subject to healing magics , you must hurt yourself at the same time.


Talents:


Enduring:

Add +4 to any commitment rolls involving running


Stotting:

Add +2 to any brawn or daring rolls involving jumping


Ruinous Mirror:

Inflict a wounds on yourself and either inflict 3 wounds automatically automatically in your or and adjacent arena, or assign 3 wounds between anyone in your arena (so 3 people could receive a wound each)




Hardened:(constant)

Physical punishment and discipline have toughened your body. You can make

a Brawn test to reduce wounds inflicted from each attack by 1.




Share the Cup(arena)

Inflict one wound upon yourself to heal 2 wounds in another who is in your arena.



Level Titles:

Lvl1:Dik Dik

lvl 2:Duiker

lvl3:impala

lvl4:kudu

lvl5:Eland









Antipodeans







"How To Disappear Completely"




Covert sneakerists, who convert their essence to that of a inverted reality.
Teach a kind of murdery zen buddhist philosophy . If you wanna join you have to have the initiative and the cunning to find and enter one of their bizarrely hidden shrines. As they progress deeper into the black wisdom of the antipode the colour leechs from their eyes and skin, and then personal effects , until around level 4 they appear as inverted black and white photography people.

Inherent :

Insinuation: You can see in the dark juuuust fine. In addition you get +2 to any checks (other than ones directly because of a talent) involving sneaking, picking locks, hiding or remaining unoticed


Limitation:

You really hate doing or saying anything the direct or obvious way, and will avoid doing so to the very best of your ability.


Talents:

Shadowkin (as goblin)


ShortCut (rested):

If no-one is directly paying attention to you, you can automatically move to another arena, as well as take another action.


Inversion: (rested):

Make a cunning vs someones commitment check , if you succeed an effect they just targeted with you does it opposite.


Photophage:(rested) choose a light source in the same arena as you, the light source no longer emits light and you heal one wound.


Dark Path (as Forest step for elves, but replace Forest with Dark environments)



Level Titles:

lvl1: Shade

lvl2:Flicker

lv3:Figment

lv4:Underbaron

lv5:Antiversal






Podeans:







"One draws power from where one stands , and with power one may stand where they choose"







Stalwart defenders, mages of gravity and rocks. Talk about leylines and stuff all the time. Like dashing old “lets catalogue everything” victorians, but not genocidal. Still patronizing though. Teach their guild skills at “universities” which are called that even if it’s a tin shed with 5 people in it.

Inherent:

lodenode: you are naturally magnetically sensitive. You always know which way is north unless near a large amount of magnetic ore, in that case you know where that is instead. You may make intelligence checks to sense a proximity and general direction of large amounts of metal (about a ton) or electricalness (equivalent of a generator capable of powering a small house), Up to a kilometre range.


Limitation:

Podeans cast their spells with weird humming, which is mostly ultrasonic. If they can draw a decent breathe of air , they can hum. They can cast in Magically induced silence if they are still in skin contact with a large amount of earth/sand/rock. If they are not in contact with the earth they need to be able to make noise to get the spell to work.

They must sleep in contact with the earth to count as rested. You sleep fine on bare earth/rock/sand, and that’s bare earth that’s still in contact with more earth. Like atleast city block worth of earth/rock/whatever. This always counts as a good nights sleep for you, unless it’s below freezing or 50 degrees.


Talents:

Geode:(rested, only one pet rock at a time)

You have a pet rock. It can float around head slowly, and it’s pretty much a familar. You can sense the electrical fields of things around it with enough sensitivity to register that of living things. If it is destroyed you permanently lose a point of Commitment. It talks in your mind with weird rock vibes


Orbiters:(arena) You can make up to 3 small stone or metal objects move around as you desire. They move about with as much speed and force as if you were carrying them (but use your commitment instead of brawn ). If you use them to shield you , you get +1 armour class


Surge: (as magic missile for magic user, but inflicts 1 more damage on anyone standing in water or wearing metal and one less damage on wood or other non-conductive materials)

You summon up reserves of electricity from the earth and discharge into a target





Internal Gyroscope:( Constant) Gains +2 to checks or saves to manage treacherous footing, like


heaving wet ship decks or patchy rope bridges or the rooftops of market stalls.





Magnetize:(arena): As a focus action magnetize a metal object you can touch. It will pull any (or be pulled towards if it's lighter than) other metal objects in the arena towards it, using your commitment score in the case of any brawn checks that might result.















Pole Dancers











"POISE MOTHERFUCKERS!"







Lightly clad fighters specializing in acrobatics and dragon pole. Capable of balancing themselves atop their weapon in the midst of furious melee
Philosophy is something akin to parkour and/or zen. Pass skills on in a apprentice type system.


Inherent:Vaultitude: Using a reach weapon (that in someway is a staff) in Open arena gives you a +2 bonus to any rolls to do with attack , impeding or moving in combat.


Limitation:

Most of your talents require a staff of some kind. You also do not get the arena bonuses for any other type of weapon other than reach.


Talents:


Acrobatics( Arena)Cut falling damage in half, rounding down. Also, as a focus action, maneuver to

attack a foe ignoring the foe’s reach weapon AC, shield, and 1 level of armor.




Perfect Balance (constant): You can stand on a rope, upright pole or other absurd place like it was the most solid of ground. You never need to check to see if you can keep you balance, unless another factor is a foot (like grease, or someone sweeping you). In that case you get +2 to the check


Maypole of Mayhem (rested) as a focus action you can resolve your attack roll against everyone in your arena, by spinning around you stationary pole and bicycle kicking everyone


Crane Swooping (Constant) If you roll a face die you can choose to move that target into an arena of your choice.


Skyscraper (constant) If you start in an arena other than tight or cluttered you can jump 4 times the height and length of other characters, with a running pole vault.


Level titles:

lvl1:Spry

lvl2:Gondolier

lv3:Stiltator

lv4:Knight of the Post

lv5:Queen of Wands





Another 6 murder guides coming when I get some sleeeeep

Tuesday, 4 December 2012

Plot generator from Planet Best Ever plus MERMAID and HIPPOCAMPUS

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF  Greetings candy people and domestic house foxes!
I am slowly making plans to clean this here blog up and include delicious paypal buttons for shopping.
Because nearly every monster to date is for sale. I need to not live in Dunedin, and some upgrades via Thailand and  a bunch of other stuff which requires money.
Will go into detail in another post, comment or email me if you would like more information sooner. They will be about 50 or 60 new zealand dollars each. Trades considered.

Anyway,
Joey did this :

IT IS A PLOT GENERATOR

and he was like oh you guys should do one as well, so
Monster Johnston did one (but only using a d12 entries you will note)
PLOTS THICKEN!

and then I did one (below)
and then I combined them all into one automated random generator here:

 LO!

This is the one I made originally for ZLASHDANCER:you got to zing to win

Roll a d20 for each blank space on the table below to complete the sentence, or just roll one d2p and use that result:

A ___ ___ who is ___ and ___ is ___ in ___.

One: A ___ ....

1 gun-clad nun
2 wizard powered car
3 towering stick man
4 plumb fruit being
5 disgraced librarian
6 cack-handed cultist
7 marauding stripper
8 sewn up puppy
9 scheming gorilla tyrant
10 space bastard
11 dying ninja
12 high school degenerate
13 Unicorn cyborg
14 Doctor of Philosophy
15 Evil Horse
16.Failed musician
17.Nuclear Golem
18.Ballet dancer/assassin
19. Haunted goose
20. Hunky drifter
Two:  who is _


1.Drunk and disorderly
2.Pathetic and clingy
3.Hulking and giggly
4.Degenerate and ripe
5.Tormented and medicated
6.Insect infested and loathsome
7.Manic and delusional
8.Writhing and sonorous
9.Adorable and malicious
10.Polite and filth encrusted
11.Sassy and scantly clad
12.Fierce and self-destructive
13.Driven and unheeding
14.Reckless and deceptive
15.Ancient and wily
16.Furious and heavily armed
17.Cursed and burning
18.Completely useless
19. Jumped on space heroin

Three: ......and___

1.holding all the cards in a game with no rules
2.too old for this shit
3.plotting bloody ruin on baristas across the globe
4.in league with hollow earth toad gods
5.cursed with visons of the end of the world
6.a world class poisoner, capable of poisoning abstract concepts
7.unlucky in love
8.emitting gamma radiation
9.cruelly policing the cities ghosts
10.stealing diamonds
11.weaponizing the museum
12.ritually murdering children's television presenters
13.tattooed with a map
14.crawling with spies
15.heavily invested in this book deal
16.fighting a volcano
17.riding a spectral juggernaut
18.locked inside a small chest
19.stealing plans for a super weapon
20.taking the break up really hard

Four:
is
1.about to deal the deadly final hand from a stacked deck
2.interviewing assistants
3.getting lost in the sewer
4.drinking like only a wizard can drink in a aquarium themed bar
5.making a dangerous alliance  with cunning robot dinosaurs
6.applying for funding
7.destroying the gruesome evidence in a candy factory
8.contesting the will
9.summoning the god of lonely things
10.building a vast drill
11.obscuring the moons terrible secret
12.about to betray the only one they truly love
13.concealing a dwarf on their person
14.lobotomizing a cat
15.sick of playing second string
16.risking it all
17.replacing brains with cans and cans with brains
18.fermenting revolt amongst the appliances
19.provoking dangerous spirits
20.challenging their nemesis to a final duel

Five: ...is ___ in...

1.a wager with death itself
2.a everyday common place upside down flying castle
3.a barren undercity
4.the days of the black sun
5.preparation for a show down with the Master of Wheels
6.hope of escaping alien justice
7.underwater Cairo
8.a hotel composed of entirely of crocodile bones and insects
9.mass producing minor demons
10.desperate mission for a misfit angel
11.the maze of rotting eyes
12.league with the double dead ghosts
13. a series of implausible murders
14. a flaming house
15.the trojan horse
16.a bloody druid sacrificial altar
17.a bygone age
18.the set of action cop karate force film
19 Elysium fields
20. the final resting place of Kurt Cobain


Six: ...in ___.

1.stakes for the very nature of reality itself!
2.a sharkwomen invested lagoon
3.a rocking party
4.the battle of the bands super final!
5.the inside of a massive cloud hive
6.a alien space fortress
7.the antimoon
8.fevered delirium
9.a fatal momentary lapse of judgement
10.a valley of fire and motorcycletaurs
11.a poorly concealed curse pyramid
12.suburbia
13.the neighborhood abandoned explosives and unstable chemicals factory
14.the Private Idaho
15.Willy Wonka chocolate factory
16.inside the mind of a dead television star
17.the set of the fresh prince of bel air
18.a blazing oil rig
19.a entombed ice breaker
20.an endless skyscraper


So a chain of sweet happenings.
Anyone everyone has already posted about this I'm just including it so there is something game related to bulk up this post in addition to the photos of lastest creations:

hippocampus   
mermaid
MERMAID   
(maybe more later, blogger is making noises about storage problems, not sure if legit or not)

Wednesday, 28 November 2012

Lets Go Shopping!

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"well hello overdressed stranger, see anything you like?"

Players are going to try and buy stuff in Sigil or some other horrible layered, swarming insane fantasy city.

The player, their character setting off to find a good tattooist , palm reader, riding pig, or opium den, chooses from charisma , intelligence or wisdom to make a roll under check. The other 2 un-chosen stats apply their modifiers to the roll. If you doing a group shopping trip, choose one character to roll their stat , all other members of the group apply their modifiers.

(you might consider letting the roller add there level onto this as well. I'm still undecided)


(this is assuming you are spending a couple of silver pieces on a tout. If you are not, -4 to this roll)

Then the d.m looks up how much you succeed or failed the roll  on this table.

This roll represents one day of navigating the city and searching the markets, street vendors and shops. IF you do well enough on this roll you can roll again, thus having a choice of shops.
If you have been to a shop before , you get +4 to the roll, and assume any positive result is the shop. Once you succeed twice in a row on finding a particular shop, you can automatically find it, in addition to any other searches.

Some of these results might have to hand waved, modified or played out on the spot, depending on the players/characters.

Failed by 11+ Ambushed
maaan someone went into the wrong neighbourhood. Roll on some urban monster encounter and assume surprise

Failed by 10,9 Mislead
The character gets lost, confused, distracted and the whole day goes by without finding anything.

Failed by 8,7  Pickpocketed
Half your carried wealth is gone! Deft hands have seen to it!

Failed by 6,5 Scammed
The character just spend 2d6x10 gold pieces on some completely useless crap. They can search again this day though. See table below for some examples of useless crap.

Failed by 4,3 Hustled
 1d6x10 gold pieces is spend on a "toll", bribes, "fines" , charity for poor orphan etc
The player can roll again today though

 Failed 2,1 Waylaid
Roll on a random urban encounter table, like the one in Vornheim
or this one here http://www.rolang.com/archives/316
This caps a perfectly futile day. Ie the player can't roll again today

Got exact number Distracted
Roll on a random urban encounter, but the player can roll again today.

Succeeded by 1,2 Pisspoor
Find what you are looking for , but its sorely wanting. Roll on the piss poor table.

Succeeded 2,3 Pisspoor +
As above but the character has time enough  to roll again as well and try and find something less lousy

Succeeded by 4,5 Adequate
At the end of a long day, the character finds what they are looking for. Roll on the adequate table.

Succeeded by 6,7 Adequate +
As above but time enough left for the player to roll again.

Succeeded by 8,9 Excellent
Oh sweet. This is most acceptable most acceptable indeed! Roll on the excellent table

Succeeded by 10+ Excellent+
As above  but time enough left for the player to roll again.





PISSPOOR
1. Roll on the intrigue table (reposted below) and again on this table
2.This place is filthy, low down, crawling with gods knows what, stinky, cramped and rotten.
Make a con check or character catches a minor disease
3.Shopkeeper/service provider is absurdly unhelpful. Character can only get one of what ever you wanted (service or goods)
4.Overpriced because shopkeeper/service is prejudice to character in a variety of colourful and petty ways. Double cost of what ever you wanted.
5. Seems legit, but whatever they pay for , does not work at all
6.Shopkeeper/service provider is batshit insane. Roll on the shopkeepers/service provider memorable traits and ham it up to an absurd degree
7. The thing or service is substandard but functionally, -1 or half effect or flawed in some slight way
8. Actually not so bad , roll on adequate table

ADEQUATE
1. Roll on the intrigue table (reposted below) and again on this table
2.Half priced but the thing or service is substandard but functionally, -1 or half effect or flawed in some slight way
3.You will never,ever be able to find this shop again
4. Triple price of what they were looking for, but it's of a most fine quality/conduction, Increase any relevant mechanics by a small amount.
5. It's what they where looking for but of bizarre construction and/or materials or the service is provided in extremely idiosyncratic way.
6-7 Nothing special, typical selection, quality etc
8 Saaay this is pretty good, roll on excellent 

EXCELLENT
1 Roll on the intrigue table plus roll again on this table
2. Sale! Half price on everything
3. The shopkeeper/service provider thinks you are the bees knees and offers a 2 for 1 deal.
4,5 Masterwork quality at standard prices
6. Offered a one off special deal some minor magic item or otherwise rare item at half normal price
7.They have like an amazing selection or range of techniques. They have like 12 different subtle specialities that offer a small mechanically advantage in specific circumstances
8 Roll twice combine results


INTRIGUE

1. It's run by talking animals/constructs/undead/discards
2. recently been repaired after magic attacks
3. Weird glowing mushrooms cover it's roof
4. Subject to mysterious, arcane and threatening graffiti
5. Has elaborately carved fa├žade from buildings last incarnation. Rumour that it was made from petrified monsters/people/animals
6. Burned out ruins, cursed to remain that way, normal service still applies, just run from basement or attic via ladder
7. been fumigated by dabus
8. Being run by faction that it does not really make much sense for them to run
9.Occupant has collection of weird shit like crazy/crazed bottled things, ears , candles, glass flowers
10. Fortified and paranoid about attacks from mysterious forces
11.Murder has happened, peace keepers or muttering mob investigating/"investigating"/jumping to wild conclusions
12. Infestation of Verminous Slaad/Cranium rats/Flits (blink lizards), abyssal cockroaches, celestial singing mice
13. All of the occupants have been replaced by anarchists/athar/doppelgangers. They all think that they are the only one, and no-one actually has any idea what they should be pretending to be, and so are all following each other
14. Has a suspicious door leading to the basement/attic/closet. "That door? Oh That Door. We dare not speak of it"
15. There's a portal here and a smuggling operation going on
16.Owner threatens players or tries to fine them or otherwise shake them down
17. Someone or thing emerges from portal (d6 1 disruptive animal 2 clueless 3 monster 4 thief on the run 5 substance from plane like water or lava or ooze or flowers 6 roll twice)
18. Someone here has a connection to a players past , like a family member or a dance school rival
19. Robbery in progress/about to happen/has happened
20. Dangerous accident is about to happen/happening/has happened


Useless Crap
1 A property deed for somewhere in limbo
2. A portable hole! Oh no wait, clever slight of hand, it's a circle of very matt black fabric.
3.Undead Repellent! See any undead around? No? That's because it works. Actually just kerosene.
4."invisible, weightless" cloak in a gift wrapped box
5. Ghost whistle! Only heard by ghosts!
6.Potion of minor rehydration 
7.Boxing glove arrow
8. Helmet of "dark" vision actually a regular helmet with covered up eye slits
9.Magic wand of negation. Actually just a stick.
10. Tanar'ri book of protocol. Detailed and thorough but completely useless due to the nature of tanar'ir
11. Modron joke book. Pages and pages of random numbers
12. Map of negative material plane. It's just a black sheet of paper.

AND 
here is a determine what/who the shopkeeper is, table , if it is needed. (NPCS IMMA RIGHT?)
roll once or 3 times, split table style
    name:                   species:            memorable trait:
1. Bastard Philips   |    human          | Wears all white
2. Oats                    | Baurier            | Smokes absurdly complicated pipe
3.Kazakhstan          | lizardman        |Always looks to 4 sagely nodding owls for confirmation
4.Melody                | Tiefling           | Obvious false beard
5. Charles Brass     | Giant animate chess piece | Very formal
6.Citizen                 |rogue modron     | gives everyone crap nicknames
7.Zeezee                  |outsider elf        | surreally racist
8.Morris Focker        |Undead             | painfully slow and delibrate
9.Chee Chee             |Discard             | Communicates by talking stuffed bird
10. Ashen Woe         |Githzerai          |Dramatic. Very.
11.Petuania               |Gensai             | manic
12.Hogsly Piggins      |Halfling            |Cheerful , always eating
13. Lorelei                |elf, generic       | composing music on strange organic instrument
14.Grun                    |Dwarf                | Suspicious. Winks a lot
15.Dingus                  |Crow                 |Blind but seemingly aware of everything in the shop
16.Zenith                  |Aasimar            | Drunk, argumentative
17.Laminar                |human              |Mutters furiously
18.Heatherly              |ragdoll             |Obscenely fat
19. Singer                   |Thri Kreen       |Knows far too much about you
20.Oblove                 |Brain in jar attended by monkeys | everything seems stolen




Monster encounters:
1 1d6 apes, escaped from gladitor ring, seeking vengence
2 1d4 ghouls
3 Gang, as http://dndwithpornstars.blogspot.co.nz/2011/12/barbaric-tribe-generator.html
4 Glutton (wild sewer boar) 1d4
5 1d10 verminous slaadi
6 Rare flesh eating otyugh
7 Shadow fiend
8 1d6 +3 level zero thugs, block exits with trash fires, rain stones down from roof tops
9 Puppeteer spiders (uses corpses as puppets to attack you)
10 2d6 elves with a pet carrion crawler
11 7 wild dogs infected with a hive intelligence
12 1d10+4 giant rats

\
Oh and ages ago with the Slum golem I mentioned making a random urban maze generator.
Well using the drop d4 system ala vornheim
(drop a number of d4 onto a page 
draw a number of straight lines from the centre of the d4 , the number dictated by the die result, and the line running parallel to the pages height and width
Anyway I was tutuing around with using addition d6s dropping on the map, every couple of minutes or something. If the die lands on a wall, have that wall move in the direction of the nearest other wall. If the die rolls a one , drop another d4 to make new walls. A 5 a trap door opens in the floor and a 6 a gap opens in the ceiling. 
Played around with it , the redrawing the wall is fiddly and dunno. Anyway I mention here for someone else to run with it if they have a better idea.




Saturday, 24 November 2012

Loose Ends, Swiping at other peoples fun, hey try this at home

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Okay so I'm doing my head in at the moment with my compulsive stimulationist tampering.
The home game I was trying to make all the hitpoint scale slower because healing was faster but I'm just confusing myself and it's kinda cruel to be doing to my players, this being their first role playing game, and I'm changing the rules in the background all the time.

Also the planescape hack happening on g+ , I'm trying to think how size works, and putting in a size stat and it gives damage resistance for big creatures and for small creatures it adds to armour class.
And then adds to damage inflicting by big creatures. But then should I make it increase the damage to small creatures? I'm leaning toward just making it a hit point penalty. But reduce damage inflicted by them as well?

(the good question to ask yourself when you start disappearing down this rabbit hole, is "Does having these rules make for fun "tactical" decisions? And fun being negated here by looking things up, excess number crunching, and/or slower game play" In this case... I don't know. Yes/ no /maybe? arghh?)

I'll give an example:

A large squirrel (the size of a child) is size -1. This means they get +1 to armour class.
But should they also get -1 per hit dice and /or damage? Is it dumb to write it as -1?

A  ogre is size +1. This means it has damage resistance 5 (size 2 would d.r 10 see the post on Climbing on things and Stabbing them in their stupid face), inflicts an additional +1 to damage, and touch attacks get +1 to hit it.

The other thing that is doing my head is strength modifiers for creatures, and if to add to them all their attacks or just not their bite attacks or just increase the die size up or down depending on their size and strength and only add strength modifier for weapon use. Maybe I need to buy me some d7 and d14 and shit.

The question here is why am I bothering?
I don't know, it just bugs me if I don't have some weird internal consistency with stimulation mechanics. Like it does not have to be realistic, at all, it just needs some internal logic, no matter how twisted.
I was much much much worse about this as a kid. Like I would get so irate at  stuff like race as class mechanics and stuff.
(I actually kind like race as class as a streamlined piece of world building, like "oh you can play a piggy man, they are from the fire swamp and you have these abilitys from both your physical attributes as a piggy man and growing up warring with the plague gnomes and eluding the Glibber Ballooners)
Which was weird because most of the games we ran in would have very little use of the mechanics but for some reason they had to be there and they had to Make Sense.
Kids are stupid.
This was the height of "If you make a serious game, you have to be very serious and detailed and realistic" zeitgeist I think. Ie white wolf, rolemaster etc.
Now it kinda seems like to make a serious game it's all about narrative flow and doing one thing and  themes and stuff and respecting the genre and extra-diegetic mechanics.

Which I'm surprised I'm not more into, as:

  • I normally d.m and I am used to having massive amounts of creative input into the game, and greatly enjoy doing so

  • I am a total entitled snowflake player character and like having things written in very big letters what I can do without having to rely on a favourable d.m interpretation.

  •  I will completely ham up the place in character if given half (or less) a chance. I hope I am successfully aware of when I should shut up and let someone else do something. Apologies if  you've played with me and I was not.


 So with this in mind , I though I would be more favourable to "storygames" (a loose, contentious, grouping).
But the ones I tried to read, I could barely make sense of them, and the ones I got through , appeared completely unplayable to me, personally. Also Apocalypse World "pick a name" thing?
I am 100 % hostile to this. Like I have heard reasons and had intelligent discussions about it but shit I just think it's the stupidest thing ever.
I am incapable of taking it seriously and it's pointless to try and talk me about it because I'm just going to be a complete child about it and call you a stupid head. Because it's stupid.

Also attempting to enforce narrative techniques that are stupid is stupid. Like joker immunity or the main character not dying half way through the book, or something.
Stuff that writers keep doing because it's really hard to make stories interesting without resorting to these. Or so your editor will tell you. Stuff like this,  roleplaying games should not have to have because they get around them by having you not just having to sit there and listen/read the thing.
Also? A story where the main character completely fails to stop the bad guy, and the other main character dies off screen and the bad guy gets hit by a car randomly but does not die is awesome. It's called No Country for Old Man and it is awesome. Also Ian Banks , and a metric shit tonne of other works that did not bow to narrative convention.

I'm sure people are having fun right now with these systems. It's a matter of taste innit? And like all matters of taste people get all name cally about it. Like people who I like like Nick Cave and the Bad Seeds. I do not like them and will threaten you with violence if you ever try and play them in my presence. (Sorry Jack Shear, Jez Gordon. I could be all neutral about describing Nick Caves music, but I am human and have a emotional reaction to it, and this emotional reaction is that its the FUCKING WORST THING EVER but at the same time it's a matter of taste.

THIS IS THE WORST POST EVER.

FUCK.


Okay back to my original thing I was talking about

I was gonna make a token swipe at claw/claw/bite attacks because of reasons and then talk about how getting nailed by bizarre arbitrary rule artifacts is actually part of the fun of FLAILSNAILS d and d I am discovering and there is certain meaning to be discovered by mediating on this. Your character thrust into unknown worlds, completely unsuspecting of how the laws of physics are going to turn on them.
You , the player discovering that the g.m likes all the stuff you hate and now you are trying to remember how descending armour class, save or die etc works because surprise.
It is like life. Arbitrary, meaningless and cruel , but so much so it becomes a slap stick farce, and there in lies the lesson.

ANYWAY HERE'S A THING I'M USING INSTEAD OF SAVE OR DIE AND I LIKE IT
I use stat checks for near everything in my games. A saving throw against a death ray would be a con check.
It is modified by the level difference between the death rayee and the death rayed. (i.e a 1st level guy zapped by a 10 level death rayist would be making there check at -9) . They then take a 1d6 con damage modified by how much they succeed or failed that rule. Say that unfortunate above has 11  < WHOA I screwed the math here big time >con, and failed their check by 16 (they rolled a 18). They now take 1d6+11 con damage.
If they had 11 con , it's effectively 2 (because of the level difference) , so rolling an 18 means they failed by 16, so they would be taking a 1d6+16 con damage.

Being reduced to zero con is death of course. Petrification works but with dexterity , zero dex means you are now a lawn ornament. Why I like have this fine/maimed/dead system of killing people rather than a either / or system of  killing people? I'm not sure. I think I just like death to be the result of more than one roll. MYSTERY. OR do I like to tamper for the sake of tampering? DOUBLE MYSTERY 


OTHER THING I'M CURRENTLY USING AND LIKING
making a list of everything that happens in the surrounding area (in this case a city) after each game session, for the next 4 or  5 game sessions, (in the rare event of no player interference ) . Then hinting about what also happened "Meanwhile" via newspaper headings. (it's a modern setting, and yes , some  of the newspaper headings are red herrings).
I'm liking this because if players wander into a random area I can have a good idea of what cool  things could be happening, and if they don't I have clear idea on how the game world is going to change around them.

Wednesday, 14 November 2012

Spells vs Brains

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Wizards in flux-engine, as I have said before are spell infected wretches, host and addict to spells.
This is the current rules for them.
These are kinda long for my liking, but I can't see what to cut at the moment.


They have a potency score. It starts at 1 + savvy modifier.   You can have  combined total levels of spells stored("wrangled")  in your mind equal to this.

The spells that you "know" (ie have learned , made notes of , and are running around your head)
is 2d4 at first level. After this you can learn new spells by;

= deciphering another wizards "spell book",

(this can be anything from rhyming couplets, tattoos, knotwork, scrap books or toilet graffiti. A spell book for a wizard is anything that the use to organise their mind and trigger the patterns necessary to get the spells to behave)

This is a savvy check modified by the level difference and anything from a -8 to a +8 modifier depending on how idiosyncratic  the wizards "notes" are.

=overhearing a spell and repeating over and over again until you get the pitch right. This requires an awareness check at the time, and later a savvy check at -8.
The savvy check happens over an hour of you practising  and if you roll a 20 , you get +1 stress. You can keep doing it until you get right or get 2 ( not necessarily  constitutive ) 20s.

=any ridiculous amount of mental derangement either  chemical or other wise has a flat 10 % chance of learning you a new spell

=rumours of the correct preparation and consummation of wizard brains, as a way of getting spells, may or may not be true

If you learn more spells than half you savvy score each level you get a permanent +1 to your stress score for each spell you learn above  that totally.

When cast the spell the spell is not lost from your mind, it is instead lost in your mind, scurrying around where you can't easily access it.
A couple of minutes of idiosyncratic ritual and referral to the wizards notes is required to wrangle the spells somewhere manageable.
(where the player chooses the spells readied).
You can wrangle more spells than your potency score but the extra levels are used to modify the savvy check. You can't wrangle more than twice your potency.

This savvy check is made  after each spell wrangling session. It's modified by any extra spell levels you have wrangled.

IF you fail  this roll, add one to your stress score. This is used to modify unfavourably a savvy check that you make at the end of each game session. If you roll a 20 on this you also roll on the table below.

Certain talents can give benefits in exchange for increasing your stress score.

Failing this means you roll on the table below. The duration of any non-instant or permanent result of this table is a week. Make another savvy check( modified unfavourable by your stress score). If you fail that double the duration and make another savvy check, repeating this process until you succeed.


add your stress score to this roll:
(despite the use of 2nd person, this table should be rolled in secret for maximum fun)
1 minor visual hallucinations (after trails)
2 a random spell becomes a favourite
a favourite spell always gets memorized, like or not, but you get +1 with any rolls with it. Despite what children have been told , there can be only one favourite.
3 spell buds, one spell is lost but you instantly learn a number of new ones of total levels = to the original  and at least 2.
4 random spell selection, instead of choosing which spells are prepared, it is now done randomly
5 reverse spell effect once.
6 Sporatically bleed from eyes and ears
7 Intense endorphin rush whenever you cast a spell. Make a savvy check in order to not cast another spell on the next available chance. +2 hitpoints though coz maaaan you feel great
8 You must make a successful con check in order to not immediately voice whatever thought comes into your head
9 Rhymes make you angry
10 Auditory hallucinations, -2 to awareness checks. Echoes, chirps, whispering
11 Auditory hallucinations, -2 to awareness checks, voices, threatening , laughing , mocking
12 Domestic animals can't stand being around you
13 Bizarre food cravings
14: One spell proceeds to bully the others, growing in size until it takes up all available space. You have only one spell prepared but double any effects and your effective level for casting it.
15 You become dreadfully afraid of one spell, and must make a successfully con check in order to cast it. It's not the effects of the spell you are scared off, as you are the feeling of it moving inside your brain.
16  1d4 teeth fall out, and are gradually replaced with random animal ones
17 Your spell book methods no longer work, you need to invent a new one, or atleast radically overhaul them.
18 Insomnia, you can't sleep and can only partially recover from resting
19 lose a spell
20 reverse spell effect , all
21 Roll on the mutation table. Effects are permanent.
22 Partially paralyzed  for 1d4 days
23 numb, emotional, immune to emotion based effects. Auto fail most social rolls though
24 either blind, deaf, or mute. This does not effect your spell casting however, not even targeting spells.
25 learn new spell
26 You forget one language and learn another one, but do not realize the substitution
27 physically numb, you are immune to pain, +1d6 hitpoints but must make a dex check every hour or have suffered a d4 damage unwittingly. The d.m now tracks your hit points as well.
28 if anyone says your name within your hearing you take 1 point of damage
29 Your tongue periodically forks
30 You doubt all your memories as false. A couple of them are false now.
31 You need to make a successful savvy check to not mistake a word for the thing it describes
32 Next time you go to cast a spell, all the spells you have wrangled happen at once
33 Randomly determine a letter. You are physically unable to say words beginning with that letter.
34 Vision drifts in and out of present time, basically everything is under the effects of displacement spell but you get an initiative modifier that is either +1,+2,+3 (1,2,3 on a d6) or -3, -2, -1 ( 4, 5, 6, the modifier will be on the bottom of the die)
35+ permanent stat damage , randomly choose stat, 1d8 damage.