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.]

Thursday, 17 December 2015

Dying in a Tomb RPG

[Work in progress, more of an LotFP hack at the moment. It'll be worked on I promise guv]


Characters

You're not heroes. You've got no class and you're desperate.

Each character has 4 statistics. Roll 3d6 (in order) to determine their values.

Constitution
A measure of toughness. Also reflects your HP.
Dexterity
How nimble you are. Helps avoiding damage.
Strength
A measure of raw physical power. Increases damage.
Wisdom
The ability to notice things, and unconscious caution.


Score
Modifier
3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3

Player characters get +1 to hit, and hit points equal to constitution.

I'm still working on money, so use lotfp standard I guess? With a mild adjustment, spoken about below.  (Playing around with using pounds/shillings/pennies because I'm awful)

Fighting

Avoid fights. They're messy and people die. That said...

To hit someone, roll a d20 and add any relevant bonuses (to hit, conditional modifiers). If you roll high enough, you'll hit them. Now roll damage and add your strength modifier. They'll roll armour.

-

Initiative is side-based. Each side rolls a d6. Highest numbered side goes first.

-

Weapons come in 3 varieties. Shit, Normal and Good.
Shit weapons reroll any maximum damage rolls. (if you roll max. damage again, you can have it.)
Normal weapons just roll once.
Good weapons reroll minimum damage rolls. (if you roll min damage again, you take that.)

Damage is as LotFP, but adding strength modified, as mentioned above.
The prices listed assume shit weapons. 1.5x for Normal, 3x for Good.
-

Your defence is based on your weapon. Nobody wants to get hit, so being armed is the best way to stop someone getting in too close. NB. Bestial enemies and attacks bypass this, always attacking as if the target is unarmed. However, they take one attack automatically as they open themselves up to you.

Unarmed/Awkward Weapon - 8
Short Weapon - 10
Long Weapon - 12
Long Weapon + Shield - 14

All of the above values are modified by your dexterity modifier.

Shields increase your step along the the chain by one. Awkward weapons are things like pikes, bows, etc. Some weapons might be dual purpose.

When defending against ranged weapons, the weapon is ignored.

No Shield - 10 + Dex
Shield - 14 + Dex

-

Armour acts as a damage soak. The dice size listed is the amount of damage absorbed by the armour. Every time it sustains a full damage attack, roll under 10 on a d20 or it degrades, protecting at one level less.

Unarmoured - None
Leather - 1d4
Chain - 1d6
Plate - 1d8

-

As you get damaged, your ability to be an effective combatant is reduced.

At 1/2 HP, you take a -2 on all actions from pain, and -1 to damage rolls.
At 1/4 HP, you take a -4 on all actions from extreme pain and loss of function in addition to a -3 to damage rolls. Without medical attention post-fight, roll under constitution to not die. You'll be scarred from your wounds.
At 0 HP, you are unconscious and dying. One body part has been severely damaged or destroyed, and you will require medical attention during the fight to stabilize. If unattended for 3 rounds, you die.
At -3 HP you are completely dead.

Recovering the corpse of an ally allows their XP to be purchased in a straight money-for-XP conversion. This money is spent on the funeral for the player. This XP is divided between surviving characters.

Additional Considerations

Advancement

The only XP gain is from treasure and Expenditure (covered below). Use the direct value of ALL loot recovered from the location and returned to an established 'safe zone' to determine total XP value, and then divide this between surviving characters.

Level
XP
0
0
1
3000
2
6000
3
12000
4
24000
5
48000

When levelling, the characters may gain ONE of the following -

+1 to hit
+1 HP
Reroll on a specific spell (see below)
Reroll on specific task (i.e. picking locks)

Expenditure

Expenditure is vast sums of cash on activities not immediately useful. There are two varieties - Carousing and Research.

Carousing is a big night on the town. The players should describe what they plan to get up to (drinking, whores, tattoos, drugs, etc.) The DM should invent some potential consequences or use a carousing consequence table. The characters carousing will gain some renown in the area.

In a village, you can spend d8 x 100 silver, and gain that much XP. Roll under constitution+2 to avoid consequences.
In a town, you can spend d10 x100 silver, and gain that much XP. Roll under constitution to avoid consequences.
In a city, you can spend d20 x100 silver, and gain that much XP. You'll always suffer consequences.

Research is a less effective manner of gaining XP for accumulated wealth, but lacks consequences and has a small chance of being useful. It requires the character to be able to read, and access to a library (scholarly towns and cities only).

Spend d10 x 100 silver, and gain 1/2 of this amount spent as XP. Every 100 silver spent is a 5% chance to learn something useful. Before the next delve/heist, roll below the total % to gain a question to be asked the DM. This question must be answered truthfully, but must also be something reasonably learnt whilst researching. It can be asked any time during the raid, but must be used for that raid specifically.

Skills & Saves

It is on the player to explain how they attempt to achieve something. If appropriate, a roll will be made against one of their statistics, attempting to roll below their statistic value, modified by circumstance, methodology, etc.

Saving throws are used to avoid something, usually when you've fucked up. Again, it is on the player to describe (quickly) how the avoid the hazard, again, linked to a statistic. They should be warned if they're doing something impossible or stupid e.g. attempting to stop a rolling boulder with their fists, expecting a strength roll.

Magic

Magic is fucking terrifying and even more dangerous. If the characters are (un)fortunate enough to find a scroll, they can attempt to cast it. (Note that they will not know what the scroll does until they cast it). The character casting must attempt to roll below 10 minus the spell level on a d20. If they succeed, the spell is cast and the scroll is still available for use. Rolling up to 3 above the success number harmlessly discharges the magic, but spoils the scroll, Anything above this causes a horrific magical mishap, usually related to the spell at hand, or else using a mishap table. The scroll remains available for use on a mishap roll.



Saturday, 12 December 2015

Gearing Guide to the Planes Issue 3 - Planes of Decay


Nurgle blessed me with glandular fever, and so we have Planes of Decay. 3 Tables this time - where, who and what's the problem?



Monday, 23 November 2015

Gearing Guide to the Planes Issue 2 - Planes of Illusion


As before, but one less table because pinning down an illusionary inhabitant seems contradictory. (Which they love, obviously)



Friday, 20 November 2015

Gearing Guide to the Planes Issue 1 - Planes of Punishment


I mean, these are mostly me dicking around and learning layout. It's 3 pages, a pair of tables. The idea should be very lean content, just what you need in the stylized presentation. I might combine them all at the end for a singular THING.

The presentation is different to the punkzine, but hopefully I'll get somewhere similar-yet-different. We'll see I suppose. Tell me what you think works, what doesn't, etc.


THANKS OXOXOX

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.

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. Anarch Chang Growt Deca Aliv Dea
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
[]



Thursday, 15 October 2015

IRON MOTH


A great fluttering swarm is raised by the torchlight, glittering flakes falling from their wings. Some errant particles were buffeted towards Errol, who breathed some in unthinkingly. He immediately began to claw at his throat as he choked up bloody froth, eyes wide with panic.

Dead ore veins and the tombs of men rich from the bounty of earth are commonly infested with the Iron Moths. They flee light, and as their wings flutter they release their defence - thousands of tiny iron flakes honed to a razor’s edge, light enough to be suspended in air.

Once killed, they can be burnt as coal, and do not produce their deadly flakes. Ignited Iron Moths will flutter and spread the flame to their fellows.

1 HIT POINT
AC AS UNARMOURED HUMAN
MOV AS MOTH
1 ATTACK
FLAKES - 1 DAMAGE, IF INHALED 3D6

5D20 APPEARING