Friday, August 31, 2018

"Nothing is destroyed, nor anything created, except by the Hand of the Authority" - Heptamancer (Wizard School)

A few pointers on Wizards:

  1. I don't use cantrips. If someone really likes a cantrip, I'll make it a spell they can learn.
  2. Sometimes, a spell can be cast using 0 MD. You still need at least 1 MD in order to do it, and it never deals damage. For example Fireball cast with 0 MD would be equivalent to a Summon Flame cantrip. Extrapolate as necessary.
  3. Wizards buy spells using this as a general guide. Basic spells go for 10 gold ($1000 in the real world), Advanced spells are 30 gold and you don't buy Emblem spells.
With that, introducing the Heptamancer, Master and Slave of the Seven Souls.



Lesser Disintegrate, credit Daniel Correia
Heptamancers are a weird, pseudo-priestly bunch. They know what happens when you die. Not the Hesayan drivel of "the pious will be rightfully rewarded" which is pretty much the same as "no comment" for them. They know the what, when, where and why of life and death. You should give the player this whole handout and this one. Some may even know about Shadoom. Some may even know what actually happened. Naturally, most Heptamancy spells are Second Degree Heresy, alongside non-bipedal necrokinetics and spells that result in excessive littering.

The Seven Souls themselves are MineralVegetableAnimal, Purple (Memory), Red (Personality), White (Morality), Blue (Magic). The Mineral and Vegetable souls are your material form and biological structure, and so remain with the body when you die as the Lower Souls. The Animal soul defines your basic instincts and and few of the higher-order biological functions, like breathing when you aren't thinking about it (not digestion). The four Higher Souls of Memory, Personality, Morality and Magic are the ones that go to the afterlife, stick around as ghosts, and eventually even reincarnate.

Several Heptamancer spells and Dooms relate to losing souls. This is a Bad Thing. You might be able to find a spell, demon, angel or other extraplanar being (and they are all the same thing really) willing to act as a replacement, but not for free.

Wednesday, August 29, 2018

Pitiful Damage, Pitiful Results

Ho hum. Another random generator, this one from the crowd-sourced entries here.



Except... I didn't have to write it. I'm just filing off the last edges of my automatic list button HTML generator thingamajig. It'll have some similarities to the Last Gasp Grimoire version, but aimed specifically towards bloggers who want to have some future-juice added to their posts. Just press the button, copy the script and voila, it works every time, 60% of the time.

Monday, August 27, 2018

Random Trap Button

Because sometimes you just need a large hole in the ground filled with sharp pointy metal and a healthy dose of tetanus.




"cladem proclamabit, Bellonaeque canes in praedam immittet" - Havoc, Orc-As-Class v.1

When an immortal creature engages with a challenge, they do so perfectly, ofttimes to the point of self-destructive obsession. When the high elves vanished they left beyond all their creations, including their soldiers. They were designed to be an all-in-one solution to the problem of violence, manipulated by chemical cocktails as needed. Without these, they degenerated. Some managed to interbreed enough to become a functional race, the sturdy, oft-maligned orcs. Rarely is their lust for warfare and brutish temperament caused by anything more than a rough upbringing within their tribes. Their gods have abandoned them. Their champions of old, the purebloods, have all been hunted down and exterminated. The orcs of today are at most half- or even quarter-breeds, diluted, stilted. But sometimes, just sometimes, the bloodlines converge... and a nightmare stalks the lands again. 

Your name has become synonymous with uncontrollable devastation. You will be killed on sight by any civilised race. You are the herald of no army. You are the army.

The HAVOC.




Yeah. That guy. Credit Chris Wilkinson

ORC-AS-CLASS

Orc racial traits: Reroll Strength. Turn a Major Injury or Save vs Death into a Scar, works once per level. Save vs. Fear when exposed to Divine Magic.

Prerequisites: Must be an orc, at least level 2 and have decapitated an enemy.

A BIRTHRIGHT, COVENANT, +1 Damage

B INVULNERABLE, +1 Damage, +1 Attack

C INDESTRUCTIBLE, +1 Damage


BIRTHRIGHT
You begin to manifest the traits of a Pureblood Orc. Gain one each level. If you take a second trait, increase all your HD by one step. Depending on how obviously Noble these traits are, you are more or less likely to be identified. People don't want to see a Havoc, so don't give them any reason to. If you are recognised, you will be hunted down and killed.
  • Serrated horns, d4+STR, increases with age, easily visible from above
  • Jutting brow, +1 Defence, struggle with helmets
  • Clawed toes, kick for 1d6, can’t wear shoes
  • Bulging spine, +1 Strength, increases your height significantly, anyone who has met you a month ago or more will notice
  • Second heart, +1 Constitution, anyone that lies with you will run screaming at the doubled beat
  • Grey sclera, +1 Dexterity, anyone having a conversation with you might spot them
  • Black blood, +1 Save, immediately marks you as Noble


COVENANT
You start with 0 Covenant. You gain a point every time you land a critical hit that kills something. You can choose to automatically hit an Attack by gaining a point. Every sunrise after you have gained at least one point, roll 1d100. If you roll under, you are selected to be destroyed by the gods.

It is possible, albeit unlikely, for you to lose points of Covenant.


INVULNERABLE
You can reroll any Save, Defence or physical check (Str/Con/Dex) by gaining a point of Covenant. You can try this again but the cost doubles each time.


INDESTRUCTIBLE
You can use your racial feature 1/day for a cost of 1 Covenant, alongside the once per level capability. You are really hard to kill.


"Selected to be destroyed by the gods?"
  1. Angels. 3HD the first day, +1 each day after that.
  2. Lightning strike. 1d6x1d20 damage.
  3. A chasm opens beneath you, grasping hands dragging you down to Hell.
  4. Launched into space.
  5. Wasting disease, 1d2 CON per day.
  6. Cursed. Save drops to 1.
  7. Gain a mutation 1/day until you explode. Every mutation after CON/2 requires a Save vs. Apotheosis.
  8. Your skeleton tries to escape. Probably succeeds as well.
  9. Every day at noon, the light of the sun lenses into a single iota of incandescence, centred directly on... you. 6d6 damage at the surface, drops by 1d6 every day straight down you travel.
  10. The high elves come to collect you.

Wednesday, August 22, 2018

"We learn from failure, not from success!" - Experience and Levelling

This sub-system takes it's heritage from a wide array of sources. Some of it harkens to Apocalypse World and it's related spinoffs. Other parts from random snippets during various sessions, both my own thoughts and players. It is still an evolving system and hasn't been examined at higher levels, but the majority of my games only exist below level 4. This will still go through a number of iterations before - I'm never going to be satisfied with it. Oh well.


Unrelated image because this is all rules, credit Kev Chu



You need 5x[current level] EXP to get to the next level. So, to reach level 2/3/4/5 you'll need 5/15/30/50.

You can earn 1 EXP for:
  • Showing up
  • Almost dying
  • Having a decent funeral for a dead ally (good luck if they were a sinful S.O.B.)
  • As a group, successfully winning a fight against a more powerful enemy force
  • “Wasting” gold (assuming silver standard) equal to 10xlevel grants 1 EXP. If it doesn’t “help” you in the dungeon, and it doesn’t make money on it’s own, it probably counts. Training and research are perfect, as is debauchery, statue funding and having songs written of your exploits
  • Rolling a critical success, so long as it actually has an impact on the story. Always ignore Initiative rolls
  • Rolling a critical failure. The DM will suggest a bad outcome, if you come up with something worse, you earn 1 EXP, otherwise 0
  • Swearing a binding oath*. If you break it, you can’t get experience from oaths ever again, as well as some other nasty side-effects
  • Being exceptionally clever, at DM’s discretion

Finally, at the end of the session, everyone votes on each of the following. That player gets +1 EXP:
  1. Most dramatic moment
  2. Most Valuable Player
  3. Wooden Spoon (whoever is lowest total experience)
If you have enough experience, level up next time you take a long/short rest, or at the start/end of a next session.



And that's it! Benefits include - being able to tempt someone with a juicy experience point, level drain dealing damage to experience easily, easy tracking, and unified progression rates. Players will pretty likely reach level 2 if they survive their first session, and I've so far had two players reach level 4 over the course of a whole campaign and a bit, which feels about right.

*Oaths are a bit different. You can solemnly swear to rescue the princess, and say "no, I don't want the experience" or casually agree to rescue the farmer's son from the dungeon and get the point. The oath has to matter and NPCs have to notice. Normally, you have to frame them in the negative. That is, there has to be some way to clearly say if you have failed your oath. Recovering your word once you've lost it is extremely tricky. NPCs will notice if you try and swear an oath but it doesn't stick. Then they'll start to wonder...



If you retire, your next character starts with experience equal to your current level. Dying gives you nothing, unless you died a capital-H Hero and the other players actually cared about you. If that's the case, see below

Karma:
When you die, for real, you gain starting Karma equal to your half current level. You get +1 Karma: if you got a decent burial, if you dodged Hell, if you ended up in Heaven, for every notable act (the other players act as a judge of this), and if your new character is somehow related to the dearly departed. You lose a Karma for every time you have skipped out on Death, and if your death was entirely your own fault for absolutely no gain. You can spend 1 Karma to reroll your new character, 2 Karma to haunt the party as a ghost briefly, 2 for an heirloom item from the previous character, and 1:1 for the XP of the new character.



Beyond Level 4:
You stop gaining HD at level 3, and stop getting class abilities past level 4. Keep tracking experience though, you can spend it for various bonuses:

+1 Attack (costs 10 XP, max +4)
Test a stat for improvement (costs 3 XP)
+1 Save (costs 5 XP, max +10)
+1 Luck Point (costs 5 XP)

Monday, August 20, 2018

"You can tell a lot about an adventurer by the contents of their bag" - Adventurer v.1

...but I don't think that's what you had in mind.

The idea for this class came after I had a single Thief blaze their way through the entire top floor of the Chambers of God (megadungeon-in-progress), only losing a single limb along the way. The vast majority of their progress could be tracked through the various bizarre objects that they collected, used, abused and tossed aside. Their backstory was minimal-to-none, more or less just a jury-rigged explanation for the random extra gear they had available. They were defined less by who they were, and more by what they had on them, who they were with, where they were going, and how big of a splash they made when they got there.

That's what the Adventurer-as-class is all about. They are a blank page, ready to be written on. Also, there aren't enough classes that use Intelligence, so there's that.




Inventory slots equal to Strength score, credit Brian Shearer



ADVENTURER-AS-CLASS

Starting equipment: two additional random items, leather armour

Skill - The first one that you use

A Practiced Perfection, A Natural, +1 Inventory Slot

B Improvise, d8 HD, +1 Inventory Slot

C Stalwart Companions OR Tinker, +1 Inventory Slot

D Copy Cat, +1 Inventory Slot


Practiced Perfection
Twice per Adventurer template, if you miss a d20 roll by 1, you instead succeed and permanently gain +2 to that type of roll. For example, Attack and Defence are with/against that particular category of weapon, while a Strength check due to lifting something would be seperate from a Strength check while swimming. If you have two or more bonuses in the same category, you can remove one and replace it with a generic bonus i.e. if you have +2 with rapiers and +2 with axes you can sacrifice the axe-bonus for +1 Attack.

A Natural
You start with a random Mindset

Improvise
While you aren't wielding a manufactured weapon, you can ignore one penalty to a dice roll each round. For example, you could ignore the Attack/Defence bonus of an enemy, or a penalty due to being over-encumbered.

Stalwart Companions
Any Hirelings you acquire cost 1g less, and have +1 Morale. Non-combatants will risk their lives to save you, so long as you would do the same for them. Hireling rules - You can have up to 3+CHA retainers before they will start getting in each others way, arguing and generally being useless.

Tinker
When you take something apart, you learn one of the following. You can make an Intelligence check to learn a second one:

  • Who made it
  • Where it is from
  • What it did
  • How to put it back together


Copy Cat
When you see someone or something use an ability or special attack, you can make an Intelligence check to Copy it. You can then use that ability with the same limitations and effects. If you Copy something else, you lose access to that ability. Supernatural abilities require a roll under half Intelligence and some appropriate props to recreate. If you are attempting to Copy a spell, you'll need to get your MD from somewhere else. It is bad manners to copy a Capstone ability (Template D) the first time another party member uses it.



Sunday, August 5, 2018

The Three Forms of Magic Weapon, part 3 -- Remnants

In my previous two posts I developed Occultum "magic" items and Temples, which are cantankerous and finicky versions of classic weapons of mass destruction. Remnants are simply GLOG rendition of Fetishes. They haven't been playtested yet, but most of the numbers have been wrangled to one extent or another. Depending on how powerful +1 MD is, I'd modify the level of body horror in the Overload table to your level of comfort. My gut feeling? Make 'em bleed.


Remnants - Just tape it together, you'll be fine


Hopefully you won't end up as someone else's Remnant, credit Oleksandr Serdiuk

Occultum is good for everyone, and Temples are a pretty direct route to powerful weapons, but what about wizards? Wands, staves etc. are difficult objects to create, but jury-rigged substitutes can be cobbled together out of mundane objects that have been regularly exposed to magical energies. It takes 1d10 years for organic material and 1d10 decades for inorganic material to reach sufficient saturation, with a spell cast nearby either continuously or every week or so. It can then be used to channel and focus magical energies in place of a fragile, squishy brain, a property all casters will probably appreciate.

Remnants can be used in a few different ways. In the hands of a skilled spellcaster, it can be used to add 1 MD to a spell as it is cast. It can even be used to grant 1 MD to a non-spellcaster or exhausted wizard, though this is liable to wear out the Remnant even faster. On the flipside, channeling 4+1 MD through a Remnant can pose more than a few risks.

For those feeling exceptionally brave, a spell can be added to a Remnant to allow it to be cast by any mundane plebian. This is a little different to trapping a spell in a scroll. A standard paper book or scroll is a barren, tin cage. An appropriately prepared Remnant would be equivalent to a lush, well-appointed steel vault, which happens to have a cannon attached.

Casting using a Remnant grants 1 MD, and incurs a Break on a 5/6. If cast alongside other MD it incurs a Break if the MD contributed shows a 6, or if a Mishap is rolled. Remnants can withstand 3 Breaks by default, modified below. After that, if it gains another Break, it will... well, it won’t be good for the caster, that’s for sure! Dooms also result in Breaks equal to the number rolled (triple 2 = 2 Breaks), but that is probably the least of your worries.

This Remnant can withstand three Breaks...
-1 if the object is very small (less than an inventory slot)
+1 if the object requires two hands to carry
+2 if it’s exceptionally large (requires a cart)
+3 if it can’t be moved

-1 if it contains a spell
-2 if it contains more than one spell

You need to roll under Intelligence/2 to learn how to cast using a Remnant under its own steam. You incur a Break if you fail the Intelligence check completely.

+1 for every additional minor Remnant attached
Make an Intelligence check for every attachment beyond the first, a failure incurs a Break instead

+1 if it is cleaned, coddled, caressed or otherwise cared for in an exceptional manner
-1 if it is treated poorly, gets wet or otherwise physically mishandled
Incurs a Break if used as an improvised weapon/shield in combat. Nitwit.

Double the chance of breakage for one hour after you incur a Break. You can reduce this time by cleaning off the char marks with a silk cloth, realigning the chakras, or the equivalent.


Quick reminder:

1. "I'm adding 1 MD to my own MD for this spell" - Incur a Break if the MD shows a 6, or if you roll a Mishap. If you broke something in the last hour, incur a Break for 5 or 6.

2. "I'm out of mana and using the MD on it's own" - Incur a Break if you roll a 5 or 6. If you broke something in the last hour, Break on anything above a 2.

3. "Hur-dur, me want magick shpell" - If there is a spell residing in the Remnant, non-spellcasters must roll under half Intelligence to learn how to activate it. If you fail the Intelligence roll completely, Break something. Once you've figured it out, as #2.


Example:

Phlaturgas the Blue helped a cadre of knights take down the cultists that had been sacrificing babies on the stone table beneath the manor. He pilfered the ancient brazier which had been there for years, next to the rune-scarred summoning circle. It’s large enough that he needs two hands to carry, and he uses the troll earwax he collected ages ago for the candles. It smells foul, but works as a minor Remnant. As such it can withstand 3 +1 (size) +1 (earwax) = 5 Breaks. He convinces his spare Magic Missile to live in it, reducing the cap to 4. If he was trying to get an uppity Flight spell, or Zulin forbid, a Lighting Bolt, he’d probably have to make a blood sacrifice, or even lose a few points from a mental stat for a few days. With the new magic item, his buddy Michael (a Fighter) can cast Magic Missile at 1 MD!

Except its not that simple. Michael has to make an Intelligence check and get under half. He only has 8 Int. He rolls a 6 the first time, which isn’t quite enough, but isn’t a disaster either. Phlaturgas takes Michael into town to find a specialist, who grants a +1 to the check. He rolls 17. Now with only three Breaks remaining, Phlaturgas takes it back, grumbling, and uses it to bolster his own casting ability. Some time later, he rolls a 6 and a Mishap at the same time. Ears ringing, he spots a couple cracks in the metal frame of the brazier.

He better not use this one for now… but of course he will, because what kind of wizard wouldn't trade safety for power?