fuckin about with a heavily houseruled OD&D for no particular reason.
No thieves, no clerics, magic users powered by Wonder and Wickedness, also stealing this idea b/c it slaps
the issue is this leaves only 2 classes, and only 1 getting unique stuff on a per character basis.
so - give Fighters a reason to not just wear Plate:
Fighters wearing Leather armour add 2 to their saving throw rolls vs Wand/Ray & Breath Weapons
Fighters wearing Plate armour subtract 2 from their saving throw rolls vs Wand/Ray & Breath Weapons
and then give them choices to make with weapons - obviously, this doesn't have to be mechanical, but i think it helps some players. they're all meant to be broadly comparable and useful in different situations.
All weapons deal 1d6 damage - light weapons with disadvantage, heavy weapons with advantage.
Battle-Axe - Medium - May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped from the grip of the opponent.
Club - Light - Forgo damage to attempt to stun - after a successful attack, target attempts to save vs paralysis - failure results in them losing their combat round. Further strikes against them are at +2.
Crossbow*- Medium - Ignores armour, 1 round reload
Dagger - Light -Throwable, usable in grapple situation.
Flail - Medium - Ignores shields
Greatsword - Heavy - Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.
Hand-Axe - Light - Throwable. If 4+ damage is dealt, the Hand-axe bounces, 'attacking' again.
Polearm*† - Heavy - Grant a nominated adjacent ally -2 AC
Javelin - Medium - Throwable
Longbow* - Medium - +1 to hit per round spent aiming
Mace - Medium - Increases AC of those struck by 1 to a maximum of 7
Quarterstaff* - Light - Opponents must save vs Breath Weapon to approach, failure resulting in an automatic hit with this weapon
Shortbow* - Medium - Can split move and fire (i.e. move fire move)
Shortsword - Light - Riposte twice
Sling - Light - Can be used to launch grenades
Spear† - Medium - Wielder may chose hold their attack until someone tries to approach them - they then roll an attack first.
Sword - Medium - Riposte once
Two-Handed Axe* - Heavy - If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Increase the wielders AC by +1.
Warhammer* - Heavy - Those struck are thrown backwards if unable to make a save vs paralysis. Use the damage rolled to determine distance.
† denotes a weapon with reach, being able to strike from behind another
* denotes weapons requiring two hands
Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.
Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts
Thursday, 16 April 2020
Friday, 2 December 2016
Treasures Locked Beneath Ash and Snow
**GO AWAY SUNDAY PLAYERS**
BAUBLES OF THE SLAVESx Precious Metal Molars - what wealth was left was hidden in the back of mouth. 2d20 sp each.
x Hands of the Matriarchs - a mothers blessing kept secret and safe for bleak times. By the time they were opened, it was far too late. Snapping off a finger casts a spell at 3rd level. Worth 5000sp, -1000 per used digit.
Thumb - Cure Light Wounds
Index Finger - Magic Missile
Middle Finger - Bless
Ring Finger - Dispel Magic
Little Finger - Sleep
x Fingerbone Lockpicks - single use but incredibly easy to hide. +1 bonus to checks with these picks. 20sp each.
x Curried Meats - frozen fresh, still good to eat if defrosted. 1sp each, 1000sp to a trained chef due to lost techniques which could be learned.
x Dead Idols - The many gods of the enslaved peoples, all dead and forgotten. The ire of these dead gods lingers still, and each has a curse associated with it. Worth 400sp in precious materials, 1000sp to a historian.
|
d8
|
Ire of a Dead, Forgotten God
|
|
1
|
Weakened spirits of vengeance, still bound to empty duty, will attack
the holder each night until the statue is given away. HD 2 / AC AS CHAIN /
ATTACK +1 1D8 CLAWING / MOV as DOG / M12 / 3D4 APPEARING
|
|
2
|
The idol draws away all sustenance from food, starving the bearer
until the statue is given away.
|
|
3
|
The idol compels the bearer to sacrifice either 200sp or 1HD of life
every three days until given away.
|
|
4
|
The idol assaults the bearer with hideous nightmares every night,
denying them healing from sleep, and stopping magic users preparing spells,
until given away. -2 penalty to all rolls after a week of this.
|
|
5
|
All animals will hate the bearer until the statue is given away, with
a 2-in-6 chance of attacking, or else simply running away.
|
|
6
|
The bearer is inflicted with leprosy until the statue is given away.
The leprosy will be healed overnight.
|
|
7
|
The user must respond to all violence with pacifism, and all offers
of peace with violence until the statue is given away.
|
|
8
|
There is no curse. This god has faded more than the others.
|
WEALTH OF THE CITY
x Overseers Eyes - Eyes of ancient overseers, given to slave-holding families. The eyes are a reminder of authority, and can be used to command slave-derived creatures if they fail a save vs magic. Worth nothing outside of the city.
x Desperation Furs - As the terrible fury of the Riven Wolf fell upon the city, the clothiers and tailors desperately tried to create winter clothes for the people as they burned all books and papers to stay warm. This desperation sunk into the furs themselves, and they reek of fear. Avoid any natural cold-based damage, halve damage from cold-based magical sources, but roll random encounters twice as often. Predators can smell the weakness. 200sp each.
x Forgotten Saints - The people of the city would not burn their Saints to keep warm, but they were forgotten, bedecked in gold and bone-dry in their sealed chambers. Each will defend itself, although it has long forgotten it's name and it's martyrdom. Worth 3000sp -200sp per point of damage over HP dealt, HD 6 / AC AS PLATE / ATTACK +3 AS WEAPON +3 / MOV AS MAN / M12 / 1 APPEARING
x Crown of the Senator - Each week, this crown passed from one senator to a chosen rival, bestowing authority and benevolence upon the wearer. (Save to take malicious action, others must save to not agree with you. Must be worn for a week.) Worth 4500sp.
Labels:
areas,
BTM,
cities,
empire,
history,
loot,
LOTFP,
rpg,
rules,
things,
tomb robbing,
treasure
Thursday, 7 July 2016
BRUTAL NECROCRAWL
I quite often come up with stupid ideas for games that I will probably never run. I have a page in my notebook just of these ideas. Whatever.
A DEAD REALM FOR THE UNHALLOWED CORPSES.
A stack of shards of a reality where the dishonoured dead gather. Faces, memories and people fade.
(if a player can't make a session, their character will flicker and fade out of our stack of shards as they become distant.)
When anything dies here, roll 1d4-1. It will raise again in that many days, more horrible, more twisted, more confused. Memories die as you do. A 0 means they do not return.
Players start with d10 memories. Memories are currency and XP here. You can collect them from others, or else kill them and take memories. Players lose 1d6 memories when they die. At 0 memories they lose all tethering, and become hostile NPCs when they raise.
At character creation, all items below 50 sp are 1 memory, 51-150 2 memories and more than that are 3. You must be able to carry it. (Be reasonable with stacking items - 30 arrows are 1 memory for example.)
In play, the cost of items will fluctuate more.
Players can begin with multiple levels, but they must be purchased. These costs are static.
The one thing you won't forget - how you died.
A DEAD REALM FOR THE UNHALLOWED CORPSES.
A stack of shards of a reality where the dishonoured dead gather. Faces, memories and people fade.
(if a player can't make a session, their character will flicker and fade out of our stack of shards as they become distant.)
When anything dies here, roll 1d4-1. It will raise again in that many days, more horrible, more twisted, more confused. Memories die as you do. A 0 means they do not return.
Players start with d10 memories. Memories are currency and XP here. You can collect them from others, or else kill them and take memories. Players lose 1d6 memories when they die. At 0 memories they lose all tethering, and become hostile NPCs when they raise.
At character creation, all items below 50 sp are 1 memory, 51-150 2 memories and more than that are 3. You must be able to carry it. (Be reasonable with stacking items - 30 arrows are 1 memory for example.)
In play, the cost of items will fluctuate more.
Players can begin with multiple levels, but they must be purchased. These costs are static.
Level
|
Memories
|
2
|
5
|
3
|
10
|
4
|
20
|
5+
|
Previous x 2
|
The one thing you won't forget - how you died.
The Death…
|
…and the role
|
A soldier laid upon a foreign field.
|
Fighter.
|
A liar hung at midday.
|
Specialist.
|
A witched drowned in trial.
|
Magic User.
|
A heathen ripped apart by dogs.
|
Pyromancer.
|
A heretic, cast from atop the cathedral.
|
Cleric
|
A godless scientist, eaten by their creation.
|
Stitcher.
|
A cannibal, stoned by the people.
|
Ghoul
|
Players start by breaking out of their sarcophagus. There are multiple branches from here, with portals to individual shards interspersed. Everywhere will lead back to this place, eventually. It is the future ruin of all things.
Labels:
adventure,
dungeon,
history,
LOTFP,
magic,
necrocrawl,
punishment,
rules,
shit
Saturday, 25 June 2016
Parasite Host - Class

Some are children in the Fever Swamp are chosen to be a Host. They are treated incredibly well, spared the hardship of the swamp-dweller life, princes of the decay and dirty water. On the cusp of adulthood, they are stripped and blindfolded. A shaman, daubed in the protective berry juices and herbs, is the only company they have on the journey to find a Transfiguration Worm. If one is not found within the week, calamity is sure to follow. The last year it happened, Nilfenbergian scouts burnt twelve villages.
The Worm found, the child is offered as host. The worm burrows into the spine, and lodges there, enmeshing itself within the spinal cord of the host. The child is then left in the Swamp, unknowingly tugged by the Worm to find new experiences. Eventually, the Worm has experienced enough, and will force the host back to the Swamp, barely even human. It is not known why they collect experiences.
Transfiguration Host - HD, SAVES AS SPECIALIST, XP AS FIGHTER.
Upon leveling, roll on the appropriate level chart -
Levels 1-3
|
d6
|
Benefit
|
|
1
|
The Transfiguration Worm senses some base magical potential, and
stimulates it. The Host wakes up each morning with a random level 1 spell
ready for use.
|
|
2
|
The fingers and toes of the Host become like those of a gecko,
granting +4 in climb and removing the need for rope – if hands and feet are
uncovered.
|
|
3
|
The host awakes with the taste of blood in their mouth – their canines
have been forced out by razor-sharp fangs. They can bite for 1d6 damage.
|
|
4
|
The jaw and stomach of the host are modified – the host can dislocate
their jaw (by hand) to swallow small objects, and can then vomit them back up
at will.
|
|
5
|
The host will not live long – the Worm knows this, and accelerates
their metabolism. Their healing rate is doubled, but the host takes a -2
penalty on saves against poison and disease.
|
|
6
|
The olfactory glands of the host are heightened to the point where
they rival that of a domestic dog.
|
Levels 4-6
|
d6
|
Benefit
|
|
1
|
The nervous system of the host is radically rewired, granting the
ability to learn the last d4 weeks of memory contained within any brain
eaten.
|
|
2
|
The host gains a toxin gland, which can be mixed with saliva and spat
into the eyes, causing d4 days of blindness of a failed save vs poison.
2/day.
|
|
3
|
An ungainly protrusion from the back of the skull is in fact a gland
which can generate enough electricity to stun a human-sized target for 1d6
rounds. 1/day.
|
|
4
|
The host complains of great pains from one arm, and they can feel a
twisting and grinding from the bones. Once they eventually pass out, sweat
drenched and delirious with pain, the flesh of the arm sloughs off to reveal
a wickedly sharp bone-blade, capable of dealing 1d10+1 damage, with +2 to hit.
Of course, they no longer have a hand.
|
|
5
|
The parasite has matured enough to tap into its own magical potential
– the host memorises a random second level spell when they sleep.
|
|
6
|
The host gains the ability to vomit intense acid once a day, dealing
2d8 damage to those in front of them – however, the higher d8 of damage is
dealt to the host as they are burned by the acid.
|
Levels 7+
|
d6
|
Benefit
|
|
1
|
A pair of bat-like wings violently erupt from the back of the host,
destroying any armour worn. The muscles of the back become knotted and
powerful, enabling flight but disallowing any armour or tight clothing not
tailor made.
|
|
2
|
Without warning, the knees of the host snap backwards with a
sickening crunch, resembling the legs of a bird. The muscles moan and twist
at their sudden growth. The host moves at twice their original speed.
|
|
3
|
The host falls to the ground, screaming, as they nearly double in
size, all fragile or worn equipment destroyed. Any natural attacks move up a
dice size for damage. The strength of the host is set to 18, and they gain HP
equal to their level times two.
|
|
4+
|
The time has come – the parasite takes control, driving the host back
towards the Fever Swamp.
|
Labels:
classes,
cults,
curses,
fever swamp,
magic,
monsters,
Nilfenberg,
rpg,
rules,
things
Monday, 2 May 2016
Spell Slave Sacrifice
Sick of magic users tearing through shit? Throw some of these bastards at them. Make the most sense employed by sorcerous societies and amoral wizard-killers.
Emaciated human forms with heads of hydrocephalic proportions, the veins tangled and bulging. Their maws are toothless, and wide open, like that of a basking shark. What they seek is spells, to consume and mutate, something essential in the wizardly duels of the Illyrian courts.
They only eat spells not cast by those whose blood they have supped upon.
HD 2 AC AS NONE ATTK 1D4 PITIFUL PAWING MORALE 12 MOV AS MAN
Whenever a spell is cast within clear eyeshot of a Spell Slave, the spell fails to take effect - instead being consumed by the Spell Slave. For every spell consumed, the Spell Slave will mutate. After 1d6 mutations, the Spell Slave with explode, causing (number of mutations)d6 damage to those within 30 feet. Standard practice is to send these abominations charging forwards, to distance them from their handlers.
Emaciated human forms with heads of hydrocephalic proportions, the veins tangled and bulging. Their maws are toothless, and wide open, like that of a basking shark. What they seek is spells, to consume and mutate, something essential in the wizardly duels of the Illyrian courts.
They only eat spells not cast by those whose blood they have supped upon.
HD 2 AC AS NONE ATTK 1D4 PITIFUL PAWING MORALE 12 MOV AS MAN
Whenever a spell is cast within clear eyeshot of a Spell Slave, the spell fails to take effect - instead being consumed by the Spell Slave. For every spell consumed, the Spell Slave will mutate. After 1d6 mutations, the Spell Slave with explode, causing (number of mutations)d6 damage to those within 30 feet. Standard practice is to send these abominations charging forwards, to distance them from their handlers.
|
d8
|
Mutation
|
|
1
|
Extra Limb – Either an additional attack,
or an atrophied useless limb, hanging limp (50/50)
|
|
2
|
Fleshy Wind Sail – Spell Slave gains
ability to glide, travelling great distances on their wind-catching
skinflaps.
|
|
3
|
Hideous Yelling – The throat swells, and
their piteous moans becoming deafening – save or stunned.
|
|
4
|
Meat Tendrils – 1d4 tendrils sprout, each
seeking to entangle an opponent as the Slave shrieks in agony from growing
pains. They are easily cut, but regrow in 1d4 rounds.
|
|
5
|
Hideous Growth – The Slave doubles in
size and HD, increasing damage by one dice size.
|
|
6
|
Self-Preservation – The Slave becomes
aware of their purpose and fate, and attempts to flee combat before they
explode from increasing mutations.
|
|
7
|
Slave Contagion – Their nature becomes
contagious – any touched will gain the nature of a Spell Slave, without any allegiance.
|
|
8
|
Radical Skin Modification – The skin of
the Spell Slave becomes harder, moving up their AC by 2. Skin becomes stone,
stone to metal, and metal to materials unknowable.
|
Thursday, 28 April 2016
Dungeonpunk 1066
some shit stolen from here
this isn't going to make any sense without cyberpunk 2020 & warhammer fantasy to hand, just so you know. Everything is basically the same, just ditch the tech skill because why not.
stats
int ref cool attr luck move body emp
Rockerboy - Bard - Spec: Inspire
Cop - Knight/Paladin - Spec: Authority (Kingly/religious)
Solo - Fighter - Spec: Solos one
Nomad - Gypsy - Spec: Call upon family
Netrunner - Wizard (Not included)
Fixer - Rouge/Crime person Spec: Contacts
Techie - Scholar - Spec: Pick 1 subject, work out ability
prices as wfrp
weapon skills
[20:29:43] Anxious Peasant: pole arm
[20:29:53] Anxious Peasant: short blade
[20:29:57] Anxious Peasant: long blade
[20:30:04] Anxious Peasant: axes & maces
Sample armour SPs:
Hide/padded 4
Soft leather 5
Ring mail 10
Chain mail 12
Banded mail 12
Scale mail 14
Field plate 18
Full plate 20
Sample damage ratings:
Bow 2d6- 2
Crossbow 3d6
Longsword 2d6
Two-handed sword 3d6
Battle axe 2d6
Mace 1d6+2
Pole-axe 1d6+3
Spear 1d6
Short sword 1d6
Dagger 1d3+1
**is your special ability
FIGHTING MEN
**combat sense
awareness
archery
crossbow
weapon training (replacing melee)
brawl
athletics
steath
intimdate
endurance
KNIGHT
**authority (king or church)
awareness
first aid
human perception
atheticls
educations
brawling
weapons traiing
interrogation
relgious/nobility knowledge
BARD
**inspire
aware
perform
wardrobe
composition
brawling
play instrument
streetwise
persuasion
seduction
GYPSY
**family
endurance
pick pocket
ride horse
drive wagon
archery
wilderness survival
brawling
athletics
ROGUE
**streetdeal
awareness
forgery
weapons training - small blade
brawling
stealth
pick pocket
pick lock
intimidate
persuasion
DRUID
**animal companion
botany
wilderness survival
first aid
zoology
endurance
archery
diagnose illness
geography
swimming
(dog, horse, bird, toad, snake, rat)
1- old family pet
2- standard
3- above average, nothing special
4- trained example
5- breeding stud level
ALL SKILLS
skills
attr
personal grooming
wardrobe & style
body
endurance
strength feats
swimming
cool/will
interrogation
intimidation
oratory
resist torture drugs
streetwise
empathy
human perception
interview
leadership
seducation
social
persuasion & fast talk
perform
disguise
int
accounting
anthropology
awareness/notice
biology
botany
chemistry
composition
diagnose illness
education / general knowledge
expert ____
gamb;le
geology
hide/evade
history
library search
math
physics
shadow/track
teching
wilderness survival
zoology
first aid
forgery
reflex
archery (2)
atheletics
brawling
dance
dodge & escape
driving cart
riding horse
weapon training(see below)
stealth
pick lock
pick pocket
play instrument
this isn't going to make any sense without cyberpunk 2020 & warhammer fantasy to hand, just so you know. Everything is basically the same, just ditch the tech skill because why not.
stats
int ref cool attr luck move body emp
Rockerboy - Bard - Spec: Inspire
Cop - Knight/Paladin - Spec: Authority (Kingly/religious)
Solo - Fighter - Spec: Solos one
Nomad - Gypsy - Spec: Call upon family
Netrunner - Wizard (Not included)
Fixer - Rouge/Crime person Spec: Contacts
Techie - Scholar - Spec: Pick 1 subject, work out ability
prices as wfrp
weapon skills
[20:29:43] Anxious Peasant: pole arm
[20:29:53] Anxious Peasant: short blade
[20:29:57] Anxious Peasant: long blade
[20:30:04] Anxious Peasant: axes & maces
Sample armour SPs:
Hide/padded 4
Soft leather 5
Ring mail 10
Chain mail 12
Banded mail 12
Scale mail 14
Field plate 18
Full plate 20
Sample damage ratings:
Bow 2d6- 2
Crossbow 3d6
Longsword 2d6
Two-handed sword 3d6
Battle axe 2d6
Mace 1d6+2
Pole-axe 1d6+3
Spear 1d6
Short sword 1d6
Dagger 1d3+1
**is your special ability
FIGHTING MEN
**combat sense
awareness
archery
crossbow
weapon training (replacing melee)
brawl
athletics
steath
intimdate
endurance
KNIGHT
**authority (king or church)
awareness
first aid
human perception
atheticls
educations
brawling
weapons traiing
interrogation
relgious/nobility knowledge
BARD
**inspire
aware
perform
wardrobe
composition
brawling
play instrument
streetwise
persuasion
seduction
GYPSY
**family
endurance
pick pocket
ride horse
drive wagon
archery
wilderness survival
brawling
athletics
ROGUE
**streetdeal
awareness
forgery
weapons training - small blade
brawling
stealth
pick pocket
pick lock
intimidate
persuasion
DRUID
**animal companion
botany
wilderness survival
first aid
zoology
endurance
archery
diagnose illness
geography
swimming
(dog, horse, bird, toad, snake, rat)
1- old family pet
2- standard
3- above average, nothing special
4- trained example
5- breeding stud level
ALL SKILLS
skills
attr
personal grooming
wardrobe & style
body
endurance
strength feats
swimming
cool/will
interrogation
intimidation
oratory
resist torture drugs
streetwise
empathy
human perception
interview
leadership
seducation
social
persuasion & fast talk
perform
disguise
int
accounting
anthropology
awareness/notice
biology
botany
chemistry
composition
diagnose illness
education / general knowledge
expert ____
gamb;le
geology
hide/evade
history
library search
math
physics
shadow/track
teching
wilderness survival
zoology
first aid
forgery
reflex
archery (2)
atheletics
brawling
dance
dodge & escape
driving cart
riding horse
weapon training(see below)
stealth
pick lock
pick pocket
play instrument
Thursday, 11 February 2016
Make the Bastards Pay, or, Do We Get Found Out?
It's a fair bet Cyberpunks are going to piss people off and commit crime. Now you won't get bitched at for arbitrarily deciding if they get caught.
An Agent is the tracking party, whether a corporation, the cops, or a nutjob vigilante. They get a Ruthlessness Score. Higher is worse for the players.
Particularly personal or horrific crimes can modify the ruthlessness of the Agent.
The Player-group has a Stealth Score. This is effectively a penalty (or bonus) to the tracking party.
Stealth Factors
Finger-prints not removed & on-record (includes ammo casing left behind) +3
Camera feed not destroyed, corrupted, interfered with etc. +3
Disguises worn -3
Distinctive look +2
Bribed false witnesses -1 per witness (reverse this if witness brainjacked)
Known base of operations +3
Direct route taken to escape +1
Agent Resources
(These are limited by the Ruthlessness of the Agent)
Ruthlessness 0
Informants +1
Existing records on accessible databases +3
Ruthlessness 1
Neutral Witness +1
Ruthlessness 2
Records on restricted access databases +2
Ruthlessness 3
'Unwilling' Witness +1
Ruthlessness 4
Brainjacked Witness* +3
Unauthorized access to databases with records +2
Witnesses/Informants can only add +10 in total. Those with good information (clear sight, attentive etc.) add an additional +1.
Finally, roll a d10 and add the bonuses. Get over a 15? The agent knows the players did it, and potentially where they stay. Fun times ensue.
*Brainjacking forcefully rips information from a person, at best causing severe psychological scars, more often turning them into a vegetable.
Friday, 8 January 2016
Swyvers RPG - Formerly Dying in a Tomb RPG
Expect to die and roll characters quickly. Expect to scrimp pennies and murder for shillings. Expect magic to ruin your day. Expect to die in a tomb.
Now features a bunch of stuff. Not necessarily the final version, still some tweaking needed I suspect.
THERE'S GONNA BE AN ACTUAL VERSION WITH ACTUAL ART AT SOME POINT SOON I PROMISE YOU'LL BE ABLE TO BUY IT
CLICK THE PICTURE TO GRAB THIS ANCIENT VERSION
Monday, 21 December 2015
Dying In A Tomb RPG 2 - Dying Harder in a Tomber
[No longer an LotFP hack. Main changes are initiative system, monetary system and generic fiddling all around. Now has a first draft of an equipment list.]
Sunday, 15 November 2015
Leviathans of Chaos #1
The first impression to give is that of immensity. The eyes - globes, suns, galaxies wide. Monolithic pales in comparison. Existences tremble at the mammoth synapse-equivalents of the thing. When a single one fires, entire histories are blasted, engulfed in the light. The intelligence powered by such machinery is utterly incalculable, but worse - it cares very deeply about a speck like you.
Indifference doesn't occur when there is such a limitless capacity for hate. You aren't special - it hates everything. Everything that thinks. Everything mindless. Everything still, moving, timeless, temporary, living dead. These very words.
(all results above replace the character with the listings below)
?
Indifference doesn't occur when there is such a limitless capacity for hate. You aren't special - it hates everything. Everything that thinks. Everything mindless. Everything still, moving, timeless, temporary, living dead. These very words.
EVERYTHING.
Tendrils. Tentacles. These are important. A tiny, infinitesimal crack letting in some probing member. Stretched thin, disconnected from the whole, and absolutely devastating. The deepest necropolises and caverns wherein reality breaks down and warps, these are the places it will intrude. The dull eldritch-purple tendril, flailing with mindless hate infusing every space, real or potential, filled by this isolated fragment of the Leviathan of the Sea of Chaos.
HD 6
AC AS CHAIN
3 ATTACKS - GRASP - Save Vs Paralysis, or roll below.
d8
|
The Hate You Take
|
1
|
Life. Embrace death as you ascend to ArchLichdom, fully imbued with the Mastery of Death.
|
2
|
Light. A great Extinguisher is born, ender of all Illumination.
|
3
|
Time. Explode into chunks to reveal a nascent Chronovore.
|
4
|
Sound. The Silencer blooms, a deafening flower of absence.
|
5
|
Thought. NULL. NULL. NULL. NULL. NULL. NULL.
|
6
|
Change. Calcificator, ending progress, perfection in marble.
|
7
|
Stillness.
|
8
|
Reality. A mortal light is snuffed out, a demon forms itself from the stuff of chaos afloat in the sea.
|
(all results above replace the character with the listings below)
Hateful ArchLich
A terrible skeletal mockery of the one before.
HD as Character
AC as Character
MOV as Character
ATTACKS as Character PLUS DEATH TOUCH - Target Saves Vs Magic or is released from the curse of life, and is now a wraith under your direct control.
SPECIAL - Healing magic does not function within 1 mile of the Hateful ArchLich.
[Seeks to remove all life]
Extinguisher
Cannot be seen due to pitch blackness. Feels like the previous individual.
HD 8
AC AS LEATHER
MOV AS MAN
1 ATTACK - LIGHTLESS TOUCH - 1D10 INT DAMAGE (Permanent until destroyed.)
SPECIAL - No light may be cast within 4 miles of the Extinguisher.
[Seeks to Extinguish the Sun. Will withhold attacking those that can help it.]
Chronovore
Something like a yellow-pink alien boar-dog. Hard to be precise, as it blurs and warps as time is shredded on it's tusks.
HD 5
AC AS UNARMOURED + PREVIOUS DAMAGE ROLL.
MOV AS HOUND
1 ATTACK - EATER OF HISTORY - EATS d100 x 100 XP.
[Seeks only to consume history]
Silencer
A 5ft ethereal flower, floating free yet not moving. Wisps of ghostly smoke occasionally drift upwards.
HD 3
AC IMMOBILE
NO ATTACK
SPECIAL - No sound is emitted within 3 miles.
[Only seeks to grow amidst it's silent garden. Spawns seeds for every year without disturbance.]
NULL.
Eyes go slack, empty, empty, empty, empty, empty, empty.
HD 10
AC AS UNARMOURED
MOV AS MAN
1 ATTACK - NULLMIND SHARED - 1D20 DAMAGE
[NULL.NULL.NULL.NULL.NULL.NULL.NULL.]
Calcificator
A perfect yet mobile statue. It hates itself, but cannot rest until it the Work is complete.
HD 100D1
AC AS PLATE
MOV AS WALKING MAN
1 ATTACK - CALCIFY - 8 DEX DAMAGE FROM TRANSMOGRIFICATION TO STONE.
[It seeks to remove all movement from the world. A perfect statuary.]
Nothing but a terrifying blur flinging itself around impossibly.
HD 1D100 - 1D100
AC CANNOT BE HIT (it has already moved)
MOV ENTIRELY RANDOMLY
1 ATTACK - 1d100-1d100 DAMAGE
[]
Sunday, 2 August 2015
Blood on the Leaves
Stalk
The trees are invariably thick and old,
perfect for lurking predators – although there are none. There are many hanging
vines, the leaves wilting and pale-green in the verdant twilight. All growth
barring the trees is sickly, twisted and abundant. The only sound you might
hear is the creaking of wood, the whisper of wind or the patter of rain,
cleaning the leaves of their redness.
d4
|
Encounters within the Area
|
1
|
Deadfall – Save Vs Paralyze to dodge
the sudden, deadly collapse of a dead tree. 3d10 damage is struck. The most
cunning Arboreal Vampires will engineer these deliberately.
|
2
|
Trophy Corse – A near-perfect corpse,
delicately gripped by a thousand thorns and displayed proudly. The most
sophisticated Arboreal Vampires will create scenes with these Trophy Corpses.
|
3
|
Leftovers – 1d6 human corpses, utterly
shredded by the Arboreal Vampire. No loot, although there seems to be plenty.
The wisest Arboreal Vampires will lurk nearby, like a sniper daring you to
help an injured friend.
|
4
|
Pyre – A huge funeral pyre, awaiting a
spark to leap into life. The most insane of Arboreal Vampires flirt with the
hated fire and always linger nearby.
|
An Arboreal Vampire will never strike
within the first ten minutes, and always before six hours. They love surprise
and taunting their prey. If an obvious sacrifice is being given, they may
listen to a group. (40%)
Strike
When they attack, it is never expected. They
are as dextrous as spiders, and clamber and slink in the branches silent and
swift. Something ancient, degenerate, haughty and deadly. Limbs too-long for
the slim torso. A face dominated by teeth sprouting hideously from outside the
mouth, a jagged tangle of white hunger. Eyes blazing as a high keening wail
splits the air. The head angular, swept backwards. Long hair, perfectly style,
flying wild as it descends amongst you.
Arboreal Vampire
HD 12
AC as
chain
MORALE
11 (8 vs fire)
ATTACKS
2 CLAW – 1D8
1 BITE – 2D10 + DRAIN
DRAIN
– In addition to the physical damage of the unkempt maw, the bite of an
Arboreal Vampire deals 1d8 CON damage. Healing this damage requires the
drinking of Arboreal Vampire blood. Drinkers become dependent without a Save Vs
Magic, and die if they are not given a mouthful every fortnight. The vampire
gains HP equal to damage deal to CON.
UNDEAD
– Immune to sleep, charm, hold, poison and disease. Can be turned.
d4
|
Combat Complications (assuming ideal
engagement for Arboreal Vampire)
|
1
|
The vegetation has been taught to
sprout thorns and coil around intruders. (damage + entanglement)
|
2
|
1d8 Blood-Devotees follow the Vampire
into combat. They are level d4 (70%) fighter / (30%) magic users.
|
3
|
A feeding-pit is located beside the
path – it is 40ft deep, and the Vampire has brought vine-rope with lassos.
|
4
|
1d6 Trophy corpses spring from the
trees and fight as 3HD ghouls, thorns replacing claws and teeth.
|
Arboreal Vampires are not mindless beasts –
the culture they practice is entirely alien. Each one defines their court
through the murdering of all animal life within the area, daubing the plants
with the spilt blood and speaking their words of growth. The larger this area,
the more powerful a member is considered. Their art is that of the Trophy
Corpse, exquisitely arranged, beautified and preserved corpses. The greatest
challenge is preserving the prey. The finer the Trophy Corpse, the more refined
the Vampire. All Arboreal Vampires respect refinement.
Their hoards are usually piles of
interesting objects stripped from their prey, as well as a wardrobe of items
for the creation of Trophy Corpses.
Deep red trickle
through leaves
green like rain
Wednesday, 29 July 2015
Pimp My Power Armour
Why?
Power armour and related things are inherently cool. They’re also some serious kit, and
thereby require some hefty cash or some theft, either works. This system works
with both the Assault Suit and the Power Armour, although the prices listed in
the book are for second-hand models. Double the price for a new suit, quadruple
for something built to your own spec.
Wear and Tear
Determine number of previous owners (1d8) if second-hand. For
each owner, 30% chance of some user-added modification – use general quirk
table, ignoring negative quirks. Add the listed price to the asking price.
Quirks
Each suit will have 1d6 quirks.
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or
to correct the issue for negative traits. 1/3 of these prices is parts, the
rest is labour.
|
1d20
|
Quirk/Modification
|
Class
|
Price (Cr)
|
|
1
|
Heavy Plating – Reinforced
plates and increased defence capacity overall improves defences but results
in a bulkier, clumsier suit. -1 AC, -2 readied items.
|
1
|
900
|
|
2
|
Shoddy Electronics – The
production facility skimped on costs by using inferior electronics for the
joints and connections. -1 to physical action requiring precision.
|
0
|
600
|
|
3
|
Propriety Ports – The suit can only interface with systems designed for it. Think iPhone
charger cables.
|
0
|
400
|
|
4
|
Power-Hungry – The suit utilizes
its power supply inefficiently, halving operational time to 12 hours.
|
0
|
-
|
|
5
|
Exposed Atmospherics – The suit
has exposed atmospheric sub-systems, a serious vulnerability. Crits against
the wearer destroy these systems, cutting off oxygen.
|
0
|
1000
|
|
6
|
Embedded AG/Jump-jets – This
suit has either an embedded anti-gravity device or a more conventional set of
jump-jets, allowing the user to brake when falling or reach higher vantage points.
|
2
|
1500/3000
|
|
7
|
Critical-Zone Assessment Software– The CZAS can detect and highlight vulnerable areas on most targets,
allowing for deadlier fire. User crits on a 19-20.
|
2
|
5000
|
|
8
|
Threat Assessment System – The
suit can rapidly identify threats and provide relevant information if the
threat is contained within the bestiary.*
|
2
|
3000
|
|
9
|
Automated User Resuscitation Device – The AURD can detect critical life-signs within the suit and
administer a Lazarus Patch when required.**
|
2
|
4500
|
|
10
|
Chemical Combat Stimulation Suite – A CCSS delivers drugs to the user’s system on-demand. The CCSS
supports oral and IV drugs, and can hold 3 different compounds at 3 doses
each.
|
2
|
3000
|
|
11
|
Night-Vision and Thermal Optics – The
suit’s visor and OS provides night-vision and thermal imaging.
|
2
|
1750
|
|
12
|
Radiography Module – The suit
contains X-Ray emitters and imagers, allowing x-ray vision to 30 feet.
|
2
|
6000
|
|
13
|
Effective Weapon Mounting(s) – The
suit has 1-2 shoulder mounts for additional weapons which can be aimed and
fired independently of a held weapon. These weapons fire at -2 to hit, and
reloading required dis- and re-mounting.
|
2
|
4750
|
|
14
|
Embedded Weapon Systems – The
suit contains at least one embedded weapon, which is operated through suit
commands. Reloading is impossible without a field-maintenance kit.
|
2
|
4000 + weapon cost.
|
|
15
|
Retractable Boarding-Action Mono-Claws – Retractable mono-blades are stored in the suit’s wrists. Using them
requires at least one hand free, dealing 1d6 +1 damage. Damage as mono-blade
with both hands free.
|
2
|
3450
|
|
16
|
Poor Plating – Another
cost-saving feature, the armour of the suit is of low quality. +1 AC
|
0
|
2000
|
|
17
|
ECM Suite – Equipped with an
electronic-counter-measure suite, the suit is very difficult to target,
effectively operating as a stealth unit where electronic systems are
concerned.
|
2
|
10000
|
|
18
|
Active Environment Suppression System – The suit was developed for particularly harsh and invasive
environments, leading to multiple-redundancy atmospheric seals and
chemical-distributors which release chemicals to inhibit harmful reactions
between the suit surface and chemicals present around it.
|
2
|
8000
|
|
19
|
Uncomfortable – Something about
the suit makes wearing it for a long time deeply uncomfortable. Whether it
has creases in the wrong places or an upsetting smell, the user takes a -1 to
all rolls for every 4 hours spent inside.
|
0
|
750
|
|
20
|
Poor Heat-Management – The thermal
bleeding on the suit is insufficient for the build-up, leading to dangerous conditions
for the operator. Heat exhaustion
causes hot temperatures to deal 1 damage per hour, whilst vacuum deals 1
damage per 5 minutes of use.
|
0
|
4525
|
*Subject to a
subscription fee of 400Cr per week. Requires regular updating.
** Requires
specialized patches priced at 100Cr each. The AURD has a Tech/Med skill of 1.
Experimental Modules
‘Chameleon’ Active Camouflage Coating – HAP special forces are rumoured to be equipped with these stealth
modules which allow for near-invisibility to the unassisted eye. However, any
damage to the suit renders the module useless. Prices in excess of 40000Cr, and
is guaranteed to be stolen.
Razorcloud Close Defence System – A series of embedded micro-robots are distributed throughout the suit.
They are slaved to the suits central OS, and are released on command. They then
tear apart any unarmoured targets within 10 foot of the suit, effectively acting
as an infantry based Wheatcutter Belt. Issues preventing the distribution of
the system include the lack of IFF and the prohibitive cost of reloading the
system after use. The system runs for upwards of 15000Cr, with each reload
being 7500Cr, where supplies can be found.
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