Saturday, May 16, 2020

Spectral Hound Class

Spectral Hounds are warrior-mediums.
They can see ghost and can make alliance with them.
They manifest their soul as a ghost hound that shepherd the spirits of the deceased.

Requisite: STR 9, WIS 9, CHA 9
Prime requisite: WIS and CHA
Open to: human, elf, half-elf, half-orc
HD: as cleric
To Hit; as cleric
Saving Throw: as cleric
XP: as cleric
Weapons: short swords, staffs and spears
Armors: leather armors

Special abilities

Turn Ghosts
Can turn or command ghosts and non-corporeal undeads as a cleric of the same level.

Summon Ghosts
When near a grave or corpse, the medium can summon the spirits of the dead to speak with them. Use the turn undead table VS the HD of the deceased. On a turn result the medium can speak with the spirit of the dead. Make a reaction test to see how helpful the ghost is. On a destroyed result the medium receive 2 bonus points on their reaction test.
Ghost bounding.
The medium can bound a summoned ghost to herself. Use the cleric spell table to see how many ghost can be bound. Spell levels are ghost HD.
Exp a Labyrinth Lord level 3 Spectral Hound can bound two 1HD ghosts and one 2HD ghost.

Bound ghosts can be manifested for 1 turn (10 rounds) by HD.
Each round they can:
  • Spook: force a moral test.
  • Haunt: inflict a saving throw and to hit penalty equal to their HD.
  • Poltergeist: work as a invisible servitor.
  • Guard: fight other non-corporeal beings.
  • Lore: give advice.
Ghosts can only be unbound through a psychopompe test (see below).

Honoring the dead
Once you manifest a ghost you can't manifest it again until you spend time to honor the dead just like a cleric would pray to prepare his spells. When the medium honor the dead she speak with the ghosts, telling their live stories and listening to their complains.

Extrude ectoplasm
At level 3 the medium can manifest their bound ghosts as ectoplasms.
The medium choose a type of ectoplasm manifestation at level 3 and a new one each time they level up.

To manifest a ghost eactoplasm, the medium make a saving-throw vs Death. On a success everything is ok. On a fail the medium loose as many HP as the ghost HD.

Ectoplasmic spends spend the ghost HD permanently, once a ghost reach 0 HD it become too weak to manifest itself. Ectoplasms remain for 1 turn by HD of the ghost (before spentding).

Ectoplasms can form:
  • Armor: The ghost spend it HD to add to the medium's AC. The remaining HD of the ghost protect against level draining and are consumed instead of the medium's levels. 
  • Weapons: The ghost form a weapon doing d4 dmg that can hurt magical beings. The ghost can spend their HD to add: +1 to hit or +1 to dmg or to raise the WP damage die by one die step (up to d10).
  • Ectoplasmic bolts: the medium can vomit 1 ectoplasm bold for each HD of the ghost. Each ectoplasm bolt do 1d6 dmg and hit automatically, passing through materials.
  • Creature: form a ectoplasm creature that have 1 HD, AC12 and do d4 dmg. The ghost can spend their HD to add +1HD, +2AC or to step up their damage die. 
  • Veil: the ghost can veil the presence of the medium and grant it a stealth skill of 1 on a d6 plus 1 for each HD spend.
Shepherd the souls
Instead of resting or to honor the dead, the medium can act as a psychopompe and guide a spirit to their after life. To do so they must enter in a trance for four hours and make a reaction using their WIS bonus. The psychopompe journey will refresh the ghost HD, this is bad news if the test fail.

Psychopompe reaction (2d6 + WIS mod - how many HD the ghost have spent or lost)
  • 2 or less - The soul is lost and become a angry ghost, it gain a extra HD and will come back for revenge in d6 nights.
  • 3-4 - The ghost is trap in a delusion and will haunt the current location, trying to hinder the group. 
  • 5-6 - The ghost is stuck here for now and it learned something negative about their past. The ghost remain in service of the medium but become uncooperative. A new attempt can be made when the medium level up. 
  • 7-8 - The ghost is stuck here for now but it learned something positive about their past. The ghost remain in service of the medium. A new attempt can be made when the medium level up. 
  • 9-10 - The ghost reach the afterlife. 
  • 11 - The ghost reach the afterlife and reveal something important to the medium.
  • 12+ - The ghost reach the afterlife, it reveal something important and bless the medium (the medium gain two extra levels to make their next turn undead test) 
A ghost that reach the afterlife grant 100xp per HD to the group. 

Spectral Hound 
At level 5 the medium can manifest her soul as a ghost hound.
The medium must take a turn to enter into a state of meditation, then she must make a saving throw against Death. On a success she manifest her soul as ghost hound that share her HP and AC and who do 2d4 of spectral biting damage. Non magical corporeal attacks do half damages to her spectral HP.  The medium can maintain this form for 1 turn (10 rounds) by level.

On a failed save the medium is stuck in her trance for d6 turns, harrowed by angry shades. She may receive a vision of despair that reveal a dangerous haunting or a future threat.

The medium can also manifest her ghost hound when she reach 0 hit points.

While in ectoplasmic form, a medium will usually leave a few of their ghosts in guard duty to protect their defenseless body.

If her ectoplasmic form is destroyed, the medium is violently projected back into her body, she is shaken and will receive a two levels penalty for her next turn undead test. 

If the medium's body die while she is manifesting her soul, she will fade away in a number of days equal to her level. If she is filled with negative emotions, she may remain as a dark hound.

Starting Ghost
A level one Spectral Hound start with a random bound ghost of 1 HD
This ghost is the spirit of ... (d6)

  1. a ancestor (+1 to the reaction test) 
  2. a family member (+1 to the reaction test) 
  3. a friend or lover (+2 to the reaction test) 
  4. a child (not related to the medium) 
  5. a stranger 
  6. a foe (-1 to the reaction test) 

Make a reaction test to establish the relation between the medium and the ghost.

Generic Ghosts
Simple stats for generic ghosts:

  • They have AC as leather armor
  • Non magical corporeal weapons are useless against their spectral form. 
  • In spectral form they can inflict dice roll penalties equal to their HD. 
  • Non magical corporeal weapons do half damages against their ectoplasmic form.
  • In ectoplasmic form, ghosts can ignore armors and inflict d6 damage on a hit. 
  • If their ectoplasmic form is destroyed, they reform d6 nights later. 

Thursday, May 14, 2020

Weapons tags

Something I wrote a while ago to try to make every weapons feel unique when playing with miniatures. In theory it work but in practice it is too complex and probably slow down fights while not adding that much to them. You can see a old LotFP influence in the use of stances but I think that I was going to use these rules with LL. Anyway I thought that I could share the whole thing.

WEAPONS



Daggers [d4] [1lb] [throwable] [riposte] [small] [precise]
Short Sword [d6] [3lb] [riposte] [small] [precise]
Scimitar [d8] [4lb] [cavalry weapon] [riposte] [precise]
Long Sword [d8] [4lb] [riposte] [precise or brutal]
Bastard Sword [d8 or 2d4] [6lb] [riposte] [precise or brutal] [1 or 2 handed]
Two-Handed Sword [d10] [15lb] [riposte] [brutal] [2 handed]

Club [d4] [3lb] [brutal] 
Quarterstaff [d4] [4lb] [riposte] [precise or brutal] [long reach] [2 handed]
Mace [d6] [3lb] [ignore 1AC] [break armor] [brutal] 
Morning Star [d6+1] [6lb] [ignore 1AC] [break armor] [brutal] [2 handed]
Flail [1d4+1] [5lb] [ignore shield] [disarming] [brutal] 
Heavy Flail [2d4] [12lb] [ignore shield] [disarming] [brutal] [2 handed]
Maul [d4] [4lb] [throwable] [stun] [dwarven] [brutal] 
War Maul [d6] [10lb] [stun] [dwarven] [brutal] [2 handed]
Pick [d4+1] [2lb] [ignore 2 AC] [stuck] [dwarven] [brutal] 
Heavy Pick [d6+1] [6lb] [ignore 2 AC] [stuck] [dwarven] [brutal] [2 handed]
Hand Axe [d6] [3lb] [throwable] [splinter shield] [break doors] [dwarven] [brutal]
Battle Axe [d8] [6lb] [splinter shield] [break doors] [dwarven] [brutal] [2 handed]

Javelin [d6] [2lb] [throwable] [precise]  
Spear [d6] [6lb] [throwable] [long reach] [receive charge] [precise] [1 or 2 handed]
Cavalry Lance [d8] [2 handed] [cavalry charge]
Pole Arm [d10] [15 lb] [long reach] [receive charge] [precise or brutal] [2 handed]
Trident [d6] [long reach] [receive charge] [precise] [disarming] [pining] [2 handed]

Light Crossbow [d6] [4lb] [10 quarrels:1lb] [ignore 2 AC] [2 handed]
Heavy Crossbow [d8] [8lb] [10 quarrels:1lb] [ignore 2 AC] [slow] [2 handed]
Short bow [d6] [2lb] [20 arrows:3lb] [fast] [2 handed]
Long bow [d8] [3lb] [20 arrows:3lb] [2 handed]
Sling [d4] [0lb] [10 bullets:5lb] [2 handed]
Throwing knifes [d3] [½lb] [small] [throwable] [fast]

SHIELDS HD

Buckler [d4] [4lb] protect only vs 1 attack by rounds.
Small [d6] [5lb]
Medium [d8] [10lb] +2AC vs missiles, +2AC in full defense. 
Large [d10] [45lb] +4AC vs missiles, +3AC in full defense. 
Metal: +2 to resistance, +50% weight 

TAGS

  • 2 handed: add STR to defend vs Disarms. 2 handed weapons need 10 yard of swing space to be used in aggressive stance.   
  • Break armors: break 2AC on a critical hit. 
  • Break doors: +1 to open doors 
  • Brutal: aggressive stance give +1 to hit, +1 dmg, +2AC. Add STR to disarm. 
  • Cavalry charge: x3 dmg 
  • Cavalry weapon: +2 to hit on horseback
  • Disarming: x2 dmg when disarming
  • Dwarven: remain 1 handed or 2 handed for dwarfs.
  • Fast: can attack two time by rounds at -2 to hit for each attack. 
  • Ignore AC: ignore a number pure armored AC (don't work vs shield or DEX bonus)
  • Ignore shield: ignore shields or negate full defense shield bonus. 
  • Long reach: can attack from second row or can keep 1 character at far range imposing -2 (medium) or -4 (small) to hit. 
  • Pinning: can pin a opponent on a hit (no dmg). Opponent need to make a STR test to get free, attacker STR bonus act as a penalty. Pinned opponent count as being prone. 
  • Precise: aggressive stance give +2 to hit, +1AC. Add DEX to disarm. 
  • Receive charge
  • Riposte: Defensive: can attack once at -0 to hit when a opponent miss. Full defense: can attack once at -4 to hit when a opponent miss.
  • Slow: attack once by 2 rounds
  • Small: only receive -2 to hit when using two weapons.
  • Splinter shield: can try to splint a shield when miss by 1 (and on a hit if used as a call shot), or on a simple miss vs a defensive stance. 
  • Stuck: this weapon get stuck on a natural dmg roll of 4 or better. Unstucking: loose DEX AC & attack at -2 (Need STR test VS large opponents). Press wound: stun and do 1 dmg. 
  • Stun: -2 to hit next round and loose DEX AC bonus. Mauls stun on a natural dmg roll of 4 or better. 
  • Throwable: this weapon can be throw. 

COMBAT OPTIONS
  • Defensive stance: attack last at -2 to hit, -1AC. Full defense: no attack, -2AC
  • Aggressive stance: Precise: +2 to hit, +1AC. Brutal: +1 to hit, +1dmg, +2AC
  • Push back: take a stun or move back 1 step (2 steps for 2H wp)
  • Charge: +2AC / +2 dmg (can't be combined with stances). Force morale test. 
  • Disarm : -2 to hit. Roll wp DMG vs wp DMG. Highter : disarm. Tie:lock (as pinned). (Attacker add DEX or STR bonus)
  • Splinter shield: as disarm vs shield HD. 
  • Change wp: -2 to hit. Pick wp from ground: -4 to hit. 
  • Find item: 1d6 to 3d6 rnd / AC as from behind
  • Aiming: take 1 turn with no Dex AC bonus / give +4 to hit
  • Firing in melee: allies in melee make saving throw to avoid being the target. (+4 vs large opponents)
  • Mounted: +1 to hit / +1 to AC, -5 to hit with missiles (charge x2 dmg)
  • Running away: as from behind.
  • Retreat backward: ½ combat move (can attack)
Two weapon fighting (1 attack with each weapon)
  • Small & Small : -2/-2 to hit (when parrying, loose 1 attack, but don't add the -2 to hit)
  • Small & Medium : -2/-4 to hit (when parrying, loose 1 attack, but don't add the -2 to hit)

COMBAT CONDITIONS
  • Characters die at -3 HP.
  • Natural 20 : destroy 1AC (or weapon / helm / shield) or take x2 dmg dice
  • Natural 1 : drop weapon or fall prone or hit friend (no STR bonus)
  • Stun: -2 to hit next round and loose DEX AC bonus.
  • From behind / prone / pinned: no shied & Dex mod / +2 to be hit (-4 to hit when standing up)
  • Helpless: automatic hit with full dmg.
  • Darkness: -6 to hit, and count as from behind.
  • Dim light (infravision) : -2 to hit.
  • Cover: -1/-2/-4/-6 AC

Tuesday, May 12, 2020

Misfits Band of Adventurers Generator

I used my pocket adventurers to create a Misfits Band of Adventurers generator:



EDIT: NateTreme from Highland Paranormal Society created this mini game using my generator:

Also Dyson Logo did a nice review of my cards: https://dysonlogos.blog/2020/05/20/the-fabulous-pocket-guild

Early prototype inspired by the Lenormand set.

I am working with Fiona on a gaming deck of cards inspired by the Lenormand set of cards. The cards will be used for a game that include supernatural elements, so some cards have a "darker" aspect than usual.

The game we are working is inspired by Phenomena, a game I designed a while ago for the 200 Word Game Challenge. The game will explore how wonder and horror relate to each other. Exalted Funeral will be the publisher.

Note that this is just a early prototype that use my sketches and not the final artwork and the cards design is just a crude place holder. How I represented some cards may also change as me and Fiona experiment with them.

To test the cards I crafted a generator that draw 3 cards for a quick "reading":

Sunday, May 10, 2020

Goblins Collector


Goblins collectors are remnants of the great myconid war. They were created to assimilate goblins and convert them into fungal drones. But these walking fungal mounds developed a symbiosis relation with the goblins they assimilated and started to lovingly collect them. They became protective of their assimilated goblins and refused to put them at risk. Their myconid handlers tried to get rid of these montrosity by poisoning them but the mutant goblins they assimilated helped them to develop a immunity to the tailored poison spores.

Only a few Goblins Collector survived the war and the myconid purge, these colossal fungus live a nomadic live, travelling between caverns that are large enough to accommodate their size.

The symbiotic goblins work well together and are good fungus collectors. They live in the birthing chambers situated in the hunchback of the Goblins Collector, some goblin build crude structures on their collector.

The birthing chambers are interconnected by a network of passages and secondary chambers that ressemble a small caverns network that can be explored like a dungeon. The connecting tunnels being goblin sized, most adventurers would have to walk on their knees to crawl through them. The symbiotic goblins take good cares of these chambers and will hunt any parasites that tries to settle in.

Other goblins tribes respect the goblins collectors because they usually travel in the periphery of their tribal territories and serve as a border patrol. They are tolerated since they are too big to venture into the tribe's tunnels, a few goblins get assimilated by the collector, but this is ok, in a sense these goblins are only joining a new tribe.



Goblins collectors have between 6 to 9 HD. They slowly regen HP by eating fungus or by assimilating goblins (and other beings). 
  • AC: as leather
  • Attacks: trampling for 2d8 dmg. 
  • or d6 pseudopods attacks that do a d6 damages.  
  • ML: 8 
  • On a failed ML test, the Collector release a cloud of confusion spores and retreat. 
  • Confusions spores make people wander in random directions for 2d6 rounds (saves half the duration). (Characters can remain still to avoid wandering around)

Collectors are accompanied by a d6 of goblins for each of their HD. The collector lose a HP when one of their goblin die.  

Creatures killed by their pseudopods are ingested, then digested or assimilated.
Goblins will always be assimilated and heal the Collector by their amount of HP.
If a adventurer get ingested and make a constitution save, they are reborn 2d6 turns later into one of the birthing chambers of the hunchback.

Roll a d12 on the goblin rebirth table (goblins roll a d8):
  1. You are reborn as 2d3 goblins. 
  2. You are reborn as  2 goblins.
  3. You are reborn as  a goblin.
  4. You are reborn as  a goblin.
  5. You are reborn as  a goblin.
  6. You are reborn as a goblin that will grow into a hobgoblin.
  7. You are reborn as a goblin that will grow into a bugbear.
  8. You are reborn as a goblin collector hybrid. 
  9. You are reborn as a random level 1 character of the same class and specie. 
  10. You are reborn as two level 1 copies of yourself (play both)
  11. You are reborn as two copies of yourself, one is a NPC who think they are e a goblin.
  12. You are reborn as a copy of yourself. 
  • A character reborn as a goblin can be played as a goblin character class (HD: d6). 
  • If a character is reborn as multiple goblins, the player play all of them. 
  • Characters that grow into other goblinoids grow in size as they level up. 
  • Reborn characters have a hard time remembering who they are (ask for WIS tests to remember stuff). 
  • A reborn character get 2 points of reaction bonus when dealing with goblins of their collector's tribe. 
  • Characters reborn as humans have infravision and the goblin's weakness to sunlight.
  • A character reborn as a goblin collector hybrid are reborn as a female goblin that can devour dead goblins to assimilate them into the tribe. A devoured goblin will heal the hybrid by their amount of HP, left over HP heal the Collector. When eating a goblin, the hybrid must make a saving throw, on a fail the assimilated goblin will be reborn in her womb (instead of a birthing chamber). This pregnancy last 2d6 days. This baby goblin mature in a number of days equal to their total HP. These goblins share traits with their "mother" and will follow her as a hireling. Hybrids grow in size as they level up, up to ogre size at level 8. Note: if the pregnancy stuff cross a player's line, all the devoured goblins are reborn in the birthing chambers.  

Friday, May 8, 2020

Snakes Sewers

The Sewers

The city sewers were once a engenering masterpiece with small dedicated chapels to the patron gods of Architecture and Health but with the centuries people forgot the old craft and used a lot of guess work to do repairs and the sewers became more and more baroque and labyrinthine. Things were still working well until rats took over the sewers and nearly caused the evacuation of the city. To handle the rats the city priests summoned snakes into the sewers. The snakes saved the city but now the sewers are infested with holy snakes.

Sewers encounters (2d6)

2. Something from below (something crawled from a dungeon or the underdark) 
3. Ghoul rats carrier (Large ghoul (+1HD) carrying 2d4 giants rats)  
4. Cultists (d8 worshipers of the (d6): 1.Sewers, 2.Rats, 3.Snakes, 4.Disease, 5.Filth, 6.Ancestors)
5. Sewer Scums (2d6 bandits who use the sewers to raid city locations) 
6. Snakes Catchers (roll on the Rat Catcher Guild table)
7. Snakes (d6): 1.Giant Python, 2-4.Pit vipers, 5-6 Sea snakes) 
8. Sewer Urchins (d6 sewer kids using the sewers as a hideout)
9.  Poor and sick people making a pilgrimage to one of the old sewer chapels
10. Morlocks (roll on the Morlocks Clan table)  
11. Old Slither (a giant Python +2HD, old: bad sight -2 to hit)
12. Something from above (nobles, soldiers or crusaders from the city)

The Snakes Catchers Guild
This official guild is in charge of controlling the snakes population of the sewers. Since they have been summoned, the snakes are considered as holy and the guild must follow religious protocols to catch them (or sometimes kill them). The guild have chapters houses built on the streets and sewers levels. Player characters need a hard to obtain guild permit to legally kill snakes if not they will be judged by the city priests. The guild will inform the city guards but don't make arrest themselves.

Snakes catcher are usually level 2 rogues but some of them are fighters or clerics, they wear leather armors, masks filled with herbs to fight off the sewers odors and carry d4 doses of anti venom.

Snakes Catchers Guild encounters (d20)
Snakes Catchers work in pair, roll a profession for each.
  1. Snake Handler (trained to wrestle live snakes) 
  2. Rat Skinner (craft leather armors) 
  3. Flute Maker (craft flutes used to communicate in the sewers) 
  4. Tracker (trained to track snakes and other creatures)
  5. Snake Cook (snake oil and meat are considered as blessed) 
  6. Bones Roller (can cast divination spells using snake and rats bones)
  7. Cartographer (map the sewers) 
  8. Tatoo Artist (make the guild's tattoo that show rank and affiliation) 
  9. Poison Sucker (can neutralize or craft poison, craft healing balms) 
  10. Trapper (craft snake traps and other kind of traps ) 
  11. Rat Hunter (capture rats to use as bait, food and leather) 
  12. Lantern Maker (craft waterproof lanterns) 
  13. Old Dog (wardog, resistant to poison)  
  14. Snake Priest (can summon snakes, in charge of the religious protocols) 
  15. Tunnel Fighter (fighter, specialist in tunnel fighting)
  16. Warden (guardian of the local sewer guild house) 
  17. Rookie (new recruit in training) 
  18. Whistler (use a large pet to hunt (d6): 1.mongoose, 2.badger, 3.hedgehog, 4.bobcat, 5.dog, 6.wolverine ) 
  19. Snake Vestal (cleric, immune to snakes poison, can cast charm snakes) 
  20. Cursed One (did a unholy snake kill, cursed with rat features) 

The Morlocks Clan
A clan of morlocks connected their tunnels to the sewers. They are descendants of the the ancestors of the original sewer engineers and think that the gods built the sewers. They are matrilineal and are more scavengers than hunters or warriors. They eat the dead as they waste no meat but don't actively hunt humanoids. Captured humanoids are used as slaves but can eventually be adopted by the clan by mariage. The clan  transport and protect a ancient machine made of gears that they keep oiled as a form of religion. City people who venture in the sewers call them ghosts because of their pale skin.

Morlocks encounters consist of a group of d6 morlocks + 1 morlock with a random role.

Morlocks Clan encounters (d20)
  1. Trader (know a archaic form of common) 
  2. Old One (venerated as a living ancestor) 
  3. Meat Gatherer (scavenge meat from beasts and humanoids) 
  4. Childlings (playful, like to scream as a game) 
  5. Machine Priest (worship machines, know some mechanical rituals) 
  6. Stone Carver (carve the history of the clan on stones) 
  7. Wild One (act like a wild beast, agressive but also curious) 
  8. Matron (+1HD, respected) 
  9. Sick One (strong (+1DMG) but dying) 
  10. Watcher (sentinel, protect the clan) 
  11. Mushroom Farmer (craft poison) 
  12. Flesh Eater (can cast divination spells by eating flesh) 
  13. White Ape (pet animal) 
  14. Digger (use crude tools to dig tunnels, wise) 
  15. Healer (use mushrooms to cure disease and treat poison) 
  16. Brute (aggressive bully, warlike) 
  17. Tunnel Speaker (pathfinder, expert at navigating tunnels) 
  18. Stone Breaker (craft stone weapons, have a +1 stone weapon) 
  19. Bones Carrier (carry the bones of ancestors or worthy foes, wear body paint) 
  20. Howler (howl to intimidate foes or to communicate through tunnel echoes) 

The Snakes
The snakes are not as holy as the priests says but some actually are and killing them can trigger a curse. These holy snakes are blessed with cryptic scales patterns that look like runes. A snake is considered holy when one of their HD roll it maximum hit points value.

Snake curses (d8)
  1. Rat head
  2. Rat paws and whiskers
  3. Rat eyes and whiskers
  4. Rat ears and whiskers
  5. Rat teeth and whiskers
  6. Rat tail  and whiskers 
  7. Shed skin once by game session, take d6 turns 
  8. Vulnerability to poison (save at -2) 
  9. Snake tongue (impede speak) 
  10. Scaly skin  
  11. Snakes hairs (uncooperative) 
  12. Nightmares of strangulation that reduce rest
  • Rat features inflict a penalty point to reaction tests with snakes
  • Snake features grant a bonus point to reaction tests with snakes and grant a blessing (as per the spell) upon removal of the curse.  
  • To remove a curse, someone must visit a sewer chapel and receive a divine quest. 
Snake, Giant Python MV 90’ (30’), AC 6, HD 5, #AT 2 (bite, constrict), DM 1d4/2d8, THAC0: 15, SV F3, ML 8, XP 350
Snake, Pit Viper MV 90’ (30’), AC 6, HD 2, #AT 1 (bite), DM 1d4 + poison, THAC0: 18, SV F1, ML 7, XP 38
Snake, Sea MV 90’ (30’), AC 6, HD 3, #AT 1 (bite), DM 1 + poison, THAC0: 17, SV F2, ML 7, XP 65

Tuesday, April 28, 2020

Dungeon Gatherers

These wise and old women know how to gather all kind of stuff from dungeons. When they settle near a dungeon, this is usually good news as they will tame the dungeon until they move to the next one.

They know the old language of all things and their favorite songs. These secrets let them navigate the dungeons, haggle with any of it denizen and negotiate with it traps. "Oh poor rusted lock, don't spit your needle, I will sing you the song that make you shiny again."

They never take gold or treasures from dungeon but they sometimes move it around or hide better to please the dungeon denizens. They collect instead all kind of useful and quirky objects that they will later trade with villagers.

They travel around in colorful caravans, they visit villages built near dungeons, asking questions about the dungeon and often receive gifts from villagers. They set up their camp near a dungeon and discuss with it main entrance and with nearby creatures to better know the dungeon history and it personality. "This is one is a sad and grumpy dungeon." They will befriend and harvest the dungeon for a whole season before moving on to the next one.

The Gatherers only fear bandits and other brutish humans but it is ill advised to menace or trouble them as they are in good relations with all sort of creatures and their caravans are often guarded by pet mimics.  

When they visit a village, the Dungeon Gatherers will accept any outcast women, cis or trans who want to join their caravan to become a apprentice. Sometime outcast men also join their caravan but they are rarely initiated.

XP as magic user
HD: d6
To hit: as magic user
Weapons: staff or walking stick only
Armors: none
Saves: as magic user

Abilities

The Old Tongue
This language let you speak with items, animal and monsters. When you speak with something it remember the language and forget it afterward. The only beings it have no effect on are humans. This let the dungeon gatherers speak and make reaction tests with nearly anything, including doors, traps, items, etc. 

The Ancient Etiquette
Learning the Ancient Etiquette take years of apprenticeship. It teach you how to properly address all things and grant a point bonus to reaction tests at level 3 and 7. It also let you test your Intelligence score to anticipate what a item or monster would require as a service to help you. 

The Songs of Mending 
These old songs let you mend things. To figure the proper words to sing you have to make a wisdom test. Some older and stubborn things are harder to mend and inflict a penalty. You can only use these song on something that is well disposed toward you.  

Listen! 
When things go badly you can strike the ground with your staff and everyone will stop fighting or arguing to listen to you. You can call upon this power once a day and once a night. Gatherers refer to these as the Midday Strike and the Midnight Strike. 

Bargaining 
You deal a hard bargain, especially when you trade with villagers and you roll with advantage when you make bargain related tests. You never bargain anything for gold or coins. 

Everything is of value
The whimsical things you gather in the dungeon award you experience points if your game system award XP for gold. Gold belong to the dungeon and should not be looted. Looted dungeons are angry and harder to discuss with. 

Mimic's affection
Wild mimics seem to be found of the Gatherers and on a good reaction they will follow them around for a day. After that they will get lazy and sleep. Mimics that venture out of their dungeon sometime join the caravan as a pet. 

A other take on the mimics companionship from the comments: "people would be absolutely frightened to know how many mundane objects they use almost on a daily basis are actually "inert" mimics. dungeon gatherers know how to gently sing them awake. once per day (or something like that) dg can awaken a mimic from its inert state. there must be suitable object nearby for this to work. awakened mimic will be grateful and will serve the dg that sung it into awareness for a day before wandering off to do mimicy things."


Monday, April 27, 2020

Children of the Unknown

This is inspired by Searchers of the Unknown and Monsterparts.

You play a group of people who are growing up in a isolated small town.
Two generations ago a mythos entity contacted the town.
Your grand-parents knew about it, some experienced it directly.
Your parents avoid talking about it.
You know that something is strange, that something is not right here...
The influence of the mythos still linger in your town.

You are a teenager or maybe a young adult.
  • You have 1d6 hp (health points) and 1d6 sp (stability points) 
  • You have a AC of 9 and a MV of 12
  • You have no weapons
If you need to make a physical, social or mental test you need to roll above 12 with a d20. If this is something you have some experience or aptitude for, add your Level to the roll. If you receive help, receive +1 by person helping.

You start with 1d6 creep points that represent how much your town is creeping you.
  • If your creep points are over your HP you have a penalty of 4 to any physical tests.  
  • If your creep points are over your SP you have a penalty of 4 to any mental or social test.
When the GM describe something creepy (or not) you can award them 1 to 6 of your creep points.
If the GM described something creepy and you did not award them creep points they can award you 1 to 3 creep points.

If you have too many creep points you can tell what you have seen to a other PC and give them one of your creep points. You can also confide yourself to a NPC and give them creep points but this can  make them more creepy or put them in danger.

The GM record who or what receive creep points.

When you are interacting with something that received creep points, roll a d6, on a result of 1 they receive a extra creep point and the GM must spend one or more creep points to trigger a creepy event or to spawn creatures. The GM can also decide to spend creep points when they desire.
  • 1 creep point trigger a event that inflict a Damage or Shock Die. 
  • 2 creep points spawn a creature of 1 Hit Dice or Shock Dice (1die per 2 creep points spent). 
  • Events affect all the group and grant a saving throw against them.
  • Events happen once but creatures stay around. 
  • Creatures must hit your character to inflict their damages.
  • Creatures inflict 1d6 of HP or SP damage, they can do a extra attack for every 2HD they have.  
  • HD creatures are only affected by physical damages and SD creatures are only affected by rituals. 
  • Spawning a horde: if near a mythos lair, site or divined time, the GM can spawn a extra creature for 1 additional point per creatures. 

The group collectively gain XP by making contact with the mythos:
  • Sighting a event or creature: 100xp per HD or SD
  • Investigating something creepy: 50xp per creep points. 
  • Studying something left by a event or creature: 100xp 
  • Surviving a direct interaction: 100xp per Damage or Shock point received. 
  • Learning a ritual from something creepy: 100 xp per creep points. 
The rewards are by encounters.

Gaining levels
  • The group collectively gain XP
  • It take 2000 XP to gain a level. 
  • When the group level up each character gain 1d6 to share between HP & SP and 1d6 of Creep points.
  • Level represent how deep the group is venturing into the mythos, as if they were venturing deeper into a dungeon.
  • Each session the GM receive creep points pool equal to the group level. The GM can spend those points on any NPCs, items or locations.
Corruption
  • You receive 1 pt of corruption each time you reach 0 hp or 0 sp.
  • Each time your corruption go above your max hp you receive a physical corruption.
  • Each time your corruption go above you max sp you receive a mental corruption.
  • Physical corruptions are mutation and mental corruption are delusions.
  • Instead of gaining a point of corruption you can choose to remove your character from the game to heal a other PC by a number of HP or SP equal to the group level. 

Regaining HP and SP
  • Characters regain one HP and SP each morning.
  • Character can also create emotional ties with NPCs to regain points.  

Emotional ties:
  • If a character roleplay or narrate a positive scene with a NPC, award this NPC 1d3 points of emotional ties. 
  • Any character can later visit these NPCs to spend these points to refresh HP or SP. 
  • If you have a fight with a NPC, reduce their emotional ties points by the group level. 
  • If a NPC with emotional ties points die or go insane, the group receive these points as shock damage. Go around the table and ask each player how many points of Shock their character takes (they must take at least 1 point), repeat this until all the points are distributed.
Rituals
  • Ritual can be learned from something or someone that have creepy points. 
  • Learning a ritual inflict a point of corruption. 
  • Each ritual affect only a specific creature.
  • Rituals take d6 round to casts inflict 1d6 SD. Characters you participate to the riual can also convert spend the SP to generate additional damages (one for one). 
  • The GM can also design rituals that have specific functions like travelling to a other plane, bringing someone back to live, etc. The effect of these rituals must be super specific. Casting these ritual inflict 1d6 SD to the participants (they can distribute the SD among the group).
Notes
  • To gain XP the characters need to award creepy points to things that the GM introduce or describe. By doing so they communicate what interest them. 
  • If the group spent all their creepy points they will receive new ones when the GM describe something obviously creepy. 
  • NPCs who receive creepy points are not necessary corrupted, this may just mean that they are more in danger of being exposed to a mythos event. 
  • The characters are fragile but getting to zero HP or SP don't remove them from the game, except if the player decide it. 
  • The game require some bookeeping from the GM to record what or who received creep points and the emotional ties points of NPCs. 
  • This is all experimental and I have not playtested anything here (but I would love to).  

Saturday, April 25, 2020

Hen character class

This hen started her career as a walking ration for a level 0 funnel character, her owner was exposed to some magical energies and did not survive the funnel but the hen did and she leveled up at the end!

HD: d6
To hit: as fighter
Saves: as fighter
XP: as fighter
Weapons: beak helmets and talons attachments.
Armor: any except shields

Abiilities

Growing larger
As the hen level up and gain more HD she grow larger.
LV 1: beak and talons damage do 1 dmg (chicken size)
LV 3: beak and talons damage step to 1d4 (large dog size)
LV 5: beak and talons damage step to 1d6 (ostrich size)
LV 7: beak and talons damage step to 1d8 (chocobo size)
LV 9: beak and talons damage step to 1d10 (terror bird size)
Beak helmet or talons attachments step up the damage die by one size.

Limited flight 
The hen can use her limited flight and talons to easily climb on nearly anything by making a DEX test at +2.  

Floating
While wearing non metal armor the hen can float on water like a duck. 

Lay magical eggs
Once per session the hen can lay a egg that have the effect of a random magical potion. To lay the egg the hen must rest while her hp are full. The magical properties of the egg only work if the hen gift the egg to someone.