A Stone Age Civilisation Setting
As yet unnamed stone age fantasy setting. After a age of monsters ruling with black magic the world is unclaimed wasteland. Many of the evil races fled to isolated places or underground. (Name suggestions: Bonelands, Slingstones & Sloths, sabretooth!, Frozen Coast). Hoping to write some adventure zines in this setting to play as cave folk of for moderns to discover. One flyer will be a mini setting with map, tribe info and encounters and loot.
A new tribe of survivors of a great sunken land have fled into the frozen northeren lands of glaciers, tundra and mountains. Great beasts dwell here and great hunters can overcome them.The tribe need new skills to survive and friends or the tribe wont last long. Skills the players have will ensure tribes survival.
Initial sandbox area of glaciated chilly coast
huge glaciers reaching into forested mountains
row of mountains forming many valleys to explore
rivers and streams
tribal areas and sacred places
great plateau of megafauna
stone city of ancient wizards
ruins of the monster empire, possibly degenerate survivors
The Tribe
Are mongrels, survivors who as children survived great south land flooding and burning. The last few elders who saved as many abandoned children on the journey north are few now. Having crossed the sea on a raft you came to this new place. The tribe are tolerant of physical differences and appearance and all dedicated to the families survival or you get kicked out if its a problem. They have no sacred places or objects, no links to other tribes by blood and no ancient traditions but a mash of many without context or understanding. The tribes stories are mostly about fleeing the floods and a smattering of childrens tales of old tribes.
Grandmother one tooth cannot walk or see but eats and talks and knows most
-she is also a healer (C3 dedicated to cave ogre goddess)
-mostly advises ruthless cruel action the tribe accept as last resort
Characters
Everyone uses default skill chances to hunt and survive and craft. Having proper skills gives you not just easier time but more advanced. Possibly you are only person in tribe with some skills and are duty bound to teach it preferably to children.
Fighters - mostly hunters and champions who battle in ritual combat or fight monsters. In times of violence these are often temporary or lasting leaders. Sometimes a champion takes over a tribe by continuing their emergency rulership over the tribe.
Clerics - priests of the gods, carry a idol of the They prey too or a bundle of ancestors bones. They claimed the gods freed us from slavery and darkness. There are bad gods too. Priests know about pleasing all kinds of gods and the importance of having a patron god. A priest has a favourite god but will help others with their gods who are kin of their god. Big gods are a puzzle to most peoples but the chanting of a priests stories are welcome entertainment. Some evil priests praise all the bad gods of the monster age bringing dead to walk and cursing others. When you die your god takes you to their house and meet your ancestors
Rogue - rely on craft and cunning, many are experts at scouting or tracking or making things from the kill.They most often act alone and avoid direct conflict. Sometimes they are called upon to kill a enemy or tribe member in secret.
Wizards - use ancient magic in words and writings found carved in stone on walls or in tablets. They crave secrets of black magic used by the monster kings to call forth monsters, nightmares and death. Most shun and fear them but some prove their worth and live with a tribe (or might take over but more likely to use a proxy)
Monks - there are rare tribal fighting schools that train warriors in ancient arts of fighting. Some dedicate them,selves to these schools and fighting cults. They live with very little in isolated places and rely on gifts which limits their growth. Some preserve other skills and languages and ancient lost skills. Most tribes would not support even one unless the order had aided them. Fighting this much is a waste of time you should be getting food say most.
Druid - are priests worshipping nature itself and all the creatures spirits of the land, water, air, trees and places. The most organised religion and popular, they organise calender's, festivals and building monuments like moving rocks. They are wise in healing, lore, poisons, herbs and languages. Druids provide education through story and song. Druids also regulate hunting seasons, where hunters can go, what is in season based on ancient lore to live in harmony with spirits. When you die you are reincarnated but some return as mightier beings or lowlier beings if they struggled against life.
Bard - are those found promising to be druids but drop out of study to be entertainers and artists. Not all tribes tolerate a waste of food so bards best have useful skills and knowledge and magic and popularity. Socialise with all types excelling at manners, customs, diplomacy and even trade. They learn all kinds of skills and lore and language. At big inter tribal gatherings bards will have contests that go on for days. Famous bards are very respected and travel as they please
Sorcerer - natural born spell casters often a result of non human bloodlines from the monster age. Many have dreams and visions which they enhance with fungi and herbs. In such dreams they meet and make pacts with their inhuman ancestors for power. Wizards have actually mimicked and recorded them to research new spells they can write on cave walls. Sorcerers unlike wizards are lazy, self indulgent, more willing to start a fight, enjoy adulation of others. A witch or warlock child if found to be useful with a cantrip might be spared. Problem ones might be abandoned. People who have been wronged by sorcerers are common and many hate them all. Wizards are above scandalous living. A good sorcerer is a tribal asset and respected.
Dwarf - dwarfs too were slaves of the monster empire and are recovering their own lost lore and arts. Currently they work copper and stone and silver and make the best weapons and armour. Bows, atlatl, slings, bolos, lassos and all manner of advanced weapons are known to them. They dream of going into the deep to find secure dwarf civilisation and being welcomed. Actually the elder dwarfs don't want them grubbing up the place with their stench. Every tribe needs a dwarf! Some trap them in caves or cripple their legs so they cannot escape. Dwarves can be sly and cruel and resentful at their value. Many demand beer or lovers or the best meat.
Elf - elves too were slaves of the monster empire and many did not escape too faerie land. Elves did come in to help the empire fall but did not reclaim their lost children. Even the dark elves helped betray the empire at the end. Some elves alone and isolated since savage monsters killed and ate everyone they knew live with humans, often for generations. They help keep lore and magic available to the tribe as well as fighting arts. They use bows and spears and live harmoniously with beasts and plants. Elves kept imprisoned waste away so most people try to keep elves friendly. Elves might long to meet other elves but will be shocked at their prejudice against those without pedigree or bloodlines tainted by mortals.
Gnome - small nature spirit folk who have remained hidden for aeons among nature but did help end the monster empire. Excellent craters usually lagging behind dwarves in many fields but good with precision moving parts. Also gnomes worship nature as kin so are good at arts of survival. They are quite charming and clever and tribes happily adopt them. They always hope to meet a village of their own kind but those who have wandered for centuries find it hard to settle with regular folk.
Halflings - burrowfolk live in holes in the ground. Stout and clever they are able hunters and gatherers and eat constantly in their decorated holes. Their every day comforts are great and their clothes are made from cloth with buttons. Advanced in farming, crafts, food preservation and cooking. They are very amiable and not ambitious mostly beyond creature comforts or food but they are curious. They make good food finders and cooks as well as make beer. They are well liked unless food is scarce.
Abhumans - these are part human part beasts made by gods in the dawn age or wizards in the monster empire emulating them. Many worship nature as do druids or they worship evil gods and demons. The most common in the current are d6 1=Stag 2=Lion 3=Ape 3=Bull 4=Snake 5=Lizard 6=Fish 7=Wolf 8=Frog 9=Bear 10=Crow. Other more exotic types exist too including elemental types, Terror Bird, Dinosaur or mythic creatures like dragons or unicorns. Most live in tribes and have simplest technology, some don't like fire or cooking. A rareley known fact is the monster empire by the end relied on abhuman troopd but human and orc breeds performed the best and became the most common type. Barbarians are modified hybrid humans and are thus abhumans like the strongest breeds of orc.
Giants - some giants as children live hidden among humans until they grow too large or hideous. Their habit of eating far more than any human is a problem for them. Some big tribes like supporting a huge strongman but small ones wont. Thus many end up alone. Giants can be good or evil and are part of a older order who waged war on the gods in the dawn age. Many chaotic giants served monster kings but others serving Cosmic Law helped humanity. Giants are rare but occupy valleys and hidden places hard for humans to reach.
Changelings - spirit folk akin to plants, elements or beast and change into human form. Some come to live with humans but move on as they are immortal and don't want to attract attention with worship. Usually they move if discovered. Mostly they keep their magic and shape shifting powers secret. Most are nature or darkness worshippers. Some dimly remember ancestors telling of being appointed by heaven to protect nature and consider themselves lesser divinities. They live among faerie folk for long periods also. Many of them are still sleeping under the earth awaiting the age of darkness to end but have yet to waken.
Tako - as the seas withdraw, Tako octopus faeries from the sea come exploring to map the new lands for the emperor of the sea. Most are alien to humans and seen as monsters. Mostly tako spy from a distance using hiding and climbing skills. They can be befriended and have many strange abilities that help them aid human friends. Some adapt to land and even cave or forest living. Many Tako have many reasons to not go home yet and will gossip with own kind. Evil wizard Tako serving darkness did explore lands also long ago.
Adventures
In a stone age setting but still usable by later eras.
It is post an age of black magic monster empire ruling overall, most details unclear
-find undead wizard cave
-explore glacier cave
-expose evil creatures pretending to be gods
-sinkhole full of undead with some great prize
-lair of demon bear
-orc village
-werewolf cult
-necromancers tarpit lair
-smoking mountain home of a dread wizard
-robbing a tribal village - steal a dwarf, calf, someones lover,
-hunting animals or monsters
Enemies
Orcs and Barbarians were bred by the monster wizards. Human-orc-ogre hybrids made by wizards in the monster age are abhumans. As were the barbarian hordes who made up the monster empire army at the end time. Barbarians and high orcs have a healthy sense of superiority to weaker natural humans. They wage war on humans for slaves and believe humans owe them everything for liberating the world. They do hate wizards and not too fond of gods. High orcs have been dropping in numbers for centuries unable to breed faster than their battle losses but lesser orcs revere them.
Pliestocene mammals mostly and modern animals few domestic animals
The plateau is a mammoth herd ground tunra rich in megafauna life
Dinosaurs are rare now mostly adapted to caves, islands, warmer climates but undead dinosaurs are favourites of wizards. A few dinos might survive in a valley or a volcano. Serpent and lizard men have domestic dinos which are better adapted to cold but still rare.
Fishfolk are always up to no good!
Beware their half human kin hidden among humans!
Undead are common in ruins often of monster empire races or servants.
Necromancers are evil wizards who seek a new age of rule by black magic
Necromancers seek forbidden lost lore, cultrs of darkness often aid them
Dark Priests are remnants of the monster empire religion taught still. Create undead, curses, poisons and murders by night. They are wicked and must die!
Wizards seek lost lore and forbidden remnants of old magic which is dangerous and drives wizards mad. Necromancers dedicate themselves to immortality, darkness and black magic.
Constructs left by wizards like golems often left as guards
Mutants are exposed to remnants of black magic, alchemical sludge or radiance of the ancients relics. Mutant dinosaurs, undead, dragons, demons, you name it is better mutated.
Tribes are local and do not welcome settlers. Their politics could be played to help characters tribe. About a dozen tribes, interrelated live on coast who live by various means but several hunters on plateau. Peace with some could be found. Some have evil secrets that could be exposed. As players interven and defeat other tribes some defeated may try desperate allegiances outside the human tribes.
Clans are: Stag, Bear, Wolf, Snake, Frog, Boar, Bison, Mammoth, Rhino, Lion, Beaver, Hyena. The newcommers tribe will get a name by the next inter tribe gathering based on characters actions. Until then they are "the stranger tribe".
Several intruder abhuman clans outside the area exist.
A tribe of Icefolk nomads from the frozen wastes come to take slaves back home
A orc tribe Blackbones, an elite of high orcs with their common orc rabble
A tribe of apefolk want to settle in caves and good places, strong and violent
A tribe of barbarians who seek wizards to kill and writing to destroy before moving on
A tribe of chaos barbarians seeking to kill and take corpses to necromancer master
Elves from fairyland are returning and planting forests,thorn hedges, goblin colonies and huge forests.
Dwarves from the deep have interesting things to steal but are vindictive
Halflings in the woodlands are good to trade with but protect hunting grounds
Gnomes live in wilderness and make life hard for hunters by protecting plants and animals
Abhumans mostly animal and elemental in tribes, many serve chaos
Changelings might be opposed to characters and act with magic and stealth and hidden close even in your house
Tako most are hidden but they do spy and steal, some worship elder chaos or sea demons
Alignment
Most people just are not into alignment and the fabulous benefits it brings and fights it helps start. But for those increasingly fanatic about alignment try theses extreme alignment claims.
Cannibalism is evil
Oath breaking is chaotic
Generosity is good
Tribal assembly is lawful
Raw food is chaotic
Cooked food is lawful
Stealing is evil
Keeping stuff for you and your family neutral
Keeping out of others conflicts is neutral
Considering protecting game with seasons balanced
Giving every side a say is balanced
Showing posts with label character classes. Show all posts
Showing posts with label character classes. Show all posts
Friday, 29 November 2019
Thursday, 16 May 2019
Witch Character Class Pt1
This is for my homebrew - will=wisdom
Might have to tweak a bit
Spell list will be separate blog but will be made up from other spell lists.
In a pinch id use my psionics spell list or druid list. Possibly my idea for faerie spell list might end up being the same.
Witch Class
Witchcraft was the oldest magic system based on texts taught by planar beings transmitted on cave walls then books through cultic practices. Over time other magics became more common and witches became marginalised, mostly rural and poor. Some places they are respected but rarely in power. Monsters use them more often as priesthoods. Prevalence of evil witch cults at the end of the last two ages has made most people hate them. Any illegal use of magic is now called witchcraft. Witches are secretive and use skills of subterfuge survive and healing to make friends.
Witches require material components, they learn from the written word, they require a litigious order to perform rituals with and students to teach their craft. Witches gather with each other for many holidays and seasonal rituals. Use of wax, figurines, body parts, cords with knots, bunches of sticks are common components and destroyed in a casting attempts.
Advancement in the local coven is important and very political sometimes resulting in combat or murder. Isolated witches meet yearly if possible at least to maintain their contact. Witches often have a patron spirit or faerie or dragon or planar being as a patron. Patrons rarely are seen but might be communed with by spells. Approval of a patron improves ones status in a coven. A witch in solitude with own research material and lab gets random spells. Following teachings of a particular tradition might require a school library which outlines what spells a caster gets each level. A witch with sisters and friends in a community can draw on more choices of spell knowledge. Some places with vibrant culture and wide trade may have available all witch teachings but more social ladders to climb.
Evil witch cults have had periods of increased popularity and most fear witches. Other spell casters don't include them and marginalise them. They tend to undermine other authorities so clergy, wizards and nobility tend to restrict them. Many public fear them. Church sends witch hunters after them usually to silence any heretics or rival religions. Most witches hide, public witches expect hunters to seek them.
At zero level a person can be initiated and possibly learn a cantrip. Initiates learn from first level teaching them one on one. 1-4th level you are a member of a coven of 13 witches with a purpose getting instructions from your head witch. At 5th level you should lead your own coven while pining secret societies of higher witchcraft. A coven has a head witch often called a priestess who often appoints one or two others to assist her as sisters. Male warlocks often have a roll of protectors and killers and lovers. A head warlock is sent on missions to aid the cult with spells from the whole coven.
Witch Class
Witchcraft was the oldest magic system based on texts taught by planar beings transmitted on cave walls then books through cultic practices. Over time other magics became more common and witches became marginalised, mostly rural and poor. Some places they are respected but rarely in power. Monsters use them more often as priesthoods. Prevalence of evil witch cults at the end of the last two ages has made most people hate them. Any illegal use of magic is now called witchcraft. Witches are secretive and use skills of subterfuge survive and healing to make friends.
Witches require material components, they learn from the written word, they require a litigious order to perform rituals with and students to teach their craft. Witches gather with each other for many holidays and seasonal rituals. Use of wax, figurines, body parts, cords with knots, bunches of sticks are common components and destroyed in a casting attempts.
Advancement in the local coven is important and very political sometimes resulting in combat or murder. Isolated witches meet yearly if possible at least to maintain their contact. Witches often have a patron spirit or faerie or dragon or planar being as a patron. Patrons rarely are seen but might be communed with by spells. Approval of a patron improves ones status in a coven. A witch in solitude with own research material and lab gets random spells. Following teachings of a particular tradition might require a school library which outlines what spells a caster gets each level. A witch with sisters and friends in a community can draw on more choices of spell knowledge. Some places with vibrant culture and wide trade may have available all witch teachings but more social ladders to climb.
Evil witch cults have had periods of increased popularity and most fear witches. Other spell casters don't include them and marginalise them. They tend to undermine other authorities so clergy, wizards and nobility tend to restrict them. Many public fear them. Church sends witch hunters after them usually to silence any heretics or rival religions. Most witches hide, public witches expect hunters to seek them.
At zero level a person can be initiated and possibly learn a cantrip. Initiates learn from first level teaching them one on one. 1-4th level you are a member of a coven of 13 witches with a purpose getting instructions from your head witch. At 5th level you should lead your own coven while pining secret societies of higher witchcraft. A coven has a head witch often called a priestess who often appoints one or two others to assist her as sisters. Male warlocks often have a roll of protectors and killers and lovers. A head warlock is sent on missions to aid the cult with spells from the whole coven.
Witch Class Basics
Prime Requisite: Will; high score grants points for improved spell casting
d4HD/1 /(Average 4)
Arms 1/4 Arts 4/1 Languages d6/2
No Armour
-4 unskilled weapons +1 to hit every 6 levels
Staff d6, Dagger d4, Sling d4, Knife d3, Club d6, Stone d3, Sickle d4 Scythe d8, Stick d4, Whip d3, Blowpipe 1, shuriken d3
Start Equipment (12Enc): ounce of spice, 12 candles, narcotics, lamp, lamp oil, sack, flints, hat, scribe set, pipe, mushrooms, d10 herbalist treatments in bottles, cooking set, weeks food, 3d6x5sp
Prerequisite Will Bonus provides a automatic success per day per point making a spell a casting roll success without a roll. This allows caster to use hard spells reliably in an pinch
Spell Casting
Witches learn spells from books or written on cave walls or even tattoos. Each casting uses verbal poetic, herbal and mineral and body parts for components and gesture. Depending on level spell has difficulty for the Will attribute roll Easy x1 Average x1/2 Difficult uses Bonus score if any. If roll succeeds spell works and can try to cast it again and again until the roll is failed for the day. Must go through another 8 hours prep to try and cast again. X on the table indicates the zero level cantrip becomes a at will ability. The witch still needs material components for each use or scrounge more from garbage, campsites, market gutters, wilderness places. Spell table tells you how many spells you have and when you gain new ones.
A witch should record spell with success chance and components
A witch by default has a d6 components prepared per level
A well prepared witch might have 2d6 per spell or use blood
Prime Requisite: Will; high score grants points for improved spell casting
d4HD/1 /(Average 4)
Arms 1/4 Arts 4/1 Languages d6/2
No Armour
-4 unskilled weapons +1 to hit every 6 levels
Staff d6, Dagger d4, Sling d4, Knife d3, Club d6, Stone d3, Sickle d4 Scythe d8, Stick d4, Whip d3, Blowpipe 1, shuriken d3
Start Equipment (12Enc): ounce of spice, 12 candles, narcotics, lamp, lamp oil, sack, flints, hat, scribe set, pipe, mushrooms, d10 herbalist treatments in bottles, cooking set, weeks food, 3d6x5sp
Prerequisite Will Bonus provides a automatic success per day per point making a spell a casting roll success without a roll. This allows caster to use hard spells reliably in an pinch
Spell Casting
Witches learn spells from books or written on cave walls or even tattoos. Each casting uses verbal poetic, herbal and mineral and body parts for components and gesture. Depending on level spell has difficulty for the Will attribute roll Easy x1 Average x1/2 Difficult uses Bonus score if any. If roll succeeds spell works and can try to cast it again and again until the roll is failed for the day. Must go through another 8 hours prep to try and cast again. X on the table indicates the zero level cantrip becomes a at will ability. The witch still needs material components for each use or scrounge more from garbage, campsites, market gutters, wilderness places. Spell table tells you how many spells you have and when you gain new ones.
A witch should record spell with success chance and components
A witch by default has a d6 components prepared per level
A well prepared witch might have 2d6 per spell or use blood
Skills
Most witches keep familiars using magic arts skill slots
Often learn subterfuge skills also like disguise
Poison, Potions, Scrolls, Luck, Alchemy, Astrology are all common
Black powder, Incendiaries, first aid, healing, herbalism are also popular
New magic skills:
Blood magic lets you use a hp of blood per spell level as a component
Candle Magic, create magic effect magic candles
Midwifery a legitimate career for a witch
Components
Level 0 d4 hours searching or crafting suitable materials or a cp to buy or a bug or mouse
Level 1 day searching or crafting suitable materials or a sp to buy or a small rabbit sized creature
Level 2 d4 days searching or crafting suitable materials or a gp to buy or a small goat or pig or dog
Level 3 week searching searching or crafting suitable materials or 5gp to buy or medium animal
Level 4 months searching or crafting suitable materials or 10 gp to buy or a human life
Level 5 season of searching or crafting suitable materials or a 100gp to buy or 2 human lives
Levels 6 half a year searching or crafting suitable materials or 1000gp to buy or 4 human lives
Levels 7 year searching or crafting suitable materials or a cp to buy 5000gp to buy or dozen human lives
Saturday, 8 December 2018
EMO PC Sheet + Alignment dialed up to 11
I did have option of no alignment in old games
now im forcing everybody into a choice
one from each column or one from one column
Law is cosmic order and societal obligation and consistency
Chaos is entropy and personal freedom and deceit and incongruity
Good is pro sharing and kindness and pro living
Evil is selfishness and sadism and pro murder
Balance is pro harmony between cosmic forces for the best life
Neutral is "id rather not worry and focus on living and on my own business and avoid cosmic extremes like good or other alignments who seem to just get into fights"
d10 Random
1 Law
2 Chaos
3 Good
4 Evil
5 LG
6 LE
7 CG
8 CE
9 Balance
10 Neutral
I did have a system where if you took a oath per level you could get extra spells for being an alignment fanatic. Tempted by this again
Could tick boxes at 1st lv or zero and gain in play or spend WILL bonus on alignment ranks
these levels might be independent of normal levels
you could go fanatic at 4th lv and when you reach 8th might be 4th level in alignment
possibly neutral and balance get druid spells and are reincarnated on death
good and evil get cleric become upper or lower planar beings on death?
law and chaos get wizard become elemental beings on death?Compound alignments
Require possibly 2 sets of oaths for compound alignments?
or alternate them or one or 2 lots of benefits?
Possibly develop both alignments separate?
To gain benefits need to keep chosen alignments higher than ones you don't want but no idea on how much yet. curses might give unwanted alignment and shut down your powers
Lv 0 1 3 4
1 1
2 2
3 3
4 4
5 4 1
6 5 1
7 6 2
8 7 2
9 8 2
10 8 2 1
11 9 3 1
12 10 3 1
13 11 3 1
14 12 4 2 1
15 13 4 2 1
16 14 4 2 1
17 15 4 2 1
18 16 5 3 2
19 20 5 3 2
20 20 5 3 2
Possibly a bonus arms or art or language skill every 4th level
Lots of people claim to be non neutral
Possibly "cult" a better term than alignment
Entities will be evoked by the character
Also items might alter alignment or require a specific alignment
Enemy alignments are murdered in name of these beings
No need for paladins now...
Monday, 24 September 2018
Dungeon Spirits
Lesser Dungeon Spirit*
AC 13
HD d4
Mov 12"
Att dart or club or daggr
Dam d3*or d4
No Appearing d4
Save F4
Morale 9
Treasure small hoard
Intelligence 13
Alignment: Any but mostly Evil
These small ugly often humanoid figures are mistaken for goblinoids or gnomes or halflings. They might even be frog or rodent or bug like. They are mostly shy and attack loners or by ambush using stealth and magic. In some forms they might join a party. Local monsters leave offings and revere them. Several different spirits on a level might be friends or rivals or enemies and will be servants or allies or foes of thee grater level or dungeon spirit.
Most attack by tiny dart d3, save or lose a Mov point for a turn each fail
Also attack with clubs or daggers up close when a foe immobile
Require silver or magic weapon to harm, some require +1 or better magic to hit
Each Has a d3 powers and a d3 forms
d12 Power
1 Invisibility
2 Grow to human size
3 Shrink to hand size
4 Magic Missile
5 Spider Climb
6 Jump
7 Hold Portal
8 Light
9 Darknss
10 Silence 15' Radius
11 Charm Person
12 Cure Light Wounds (once a day per person)
d12 Forms
1 Spider
2 Snake
3 Goat
4 Dog
5 Lizard
6 Bat
7 Rat
8 Owl
9 Cat
10 Rock or rubbish
11 Idol or ornament
12 Tool or jewelry
d12 Subtypes
1 Door Spirit - likes to confine and block people, will take form of a locked door
2 Stair spirit - likes traps, tripping victims and robbing them, can take form of extra step
3 Well Spirit - scare people with form of rotting body or small froggy or fishy person , breathes water
4 Pit Spirit - likes to trap and torment victims, makes pits more deadly, lives in secret pits
5 Ladder Spirit - likes to drop people, can take ladder or pole form, help or hinder travellers
6 Trap Spirit - maintains or even operates mechanism of trap from a secret compartment,
7 Statue Spirit - squat idol or relief carving often watching area or a thing,
8 Room Spirit - watch contnts of a room from a scret hidden hole
9 Corridor Spirit - watch corridor from a secret hole
10 Secret Room Spirit - protect a secret door and contents often from a second hidden hole
11 Shrine Spirit - serves a shrine of greater dungeon spirit or demon or evil god from a secret hole
12 Vent Spirit - appears as a tentacle or just a eye floating in darkness, see all and whisper gossip
Greater Dungeon Spirit**
AC 16
HD 4-8
Mov 15"
Att claw claw bite
Dam d6 d6 d8
No Appearing 1
Save F8
Morale 10
Treasure Large hoard
Intelligence 15
Alignment Any but mostly Evil
These spirits are human sized often with traits of nature, elements, undead, demons or devils. They might even appear as a dungeon boss or a lost adventurer. Most have a human form a monstrous human hybrid form a animal form. All require +2 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. Most are unique named for the dungeon or the level. Some appear as the most common monster in the dungeon or a hybrid. Some seek worship as a planar being of power. Their cultists can be granted up to 3rd lvl cleric spell.
Each Has a d4 powers and a d3 forms
d12 Power
1 Fly
2 Grow to human size or to bug size
3 Curse
4 Dimension door within level
5 Lightning bolt
6 Stinking cloud
7 Burning Hands
8 Identify
9 History
10 Protection from Good
11 Create food and water
12 Cure serious wounds (once a day per person)
d12 Forms
1 Wind or vapour
2 Shadow or smoke
3 Artwork
4 Elemental
5 Doppelganger
6 Hybrid animal like winged snake or worm
7 Giant animal
8 Slimy eye spawn or Tentacled thing
9 Fungus or plant monstrosity
10 Demon or devil or daemon
11 Archon or angel or deva
12 Beast man
Noble Dungeon Spirit***
AC 20
HD 16
Mov 24"
Att 3
Dam d8/d8/d8
No Appearing 1
Save F20
Morale 12
Treasure Great hoard
Intelligence 18
Alignment Any but mostly Evil
These can appear giant sized or human and may attack with a weapon thy conjure at will. Most have a human form a monstrous human hybrid form a animal form. All require +3 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. They are on par with demon nobles or petty gods and able to grant 5th lvl spells. They often are the spirit of a mega dungeon or multi level complex.
d12 Power
1 Polymorph self
2 Polymorph other
3 Regeneration
4 Fireball
5 Cone of cold
6 Phantasmal force
7 ESP
8 Gate in planar being allies
9 Teleport
10 Clairvoyance
11 Commune
12 Heal (once a day per person)
Labels:
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apocalypse,
beastmen,
character classes,
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dungeons,
Elfmaids,
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Octopi,
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Sorcerer,
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Friday, 29 June 2018
d100 Unpleasant Masters & Life Events for Fighters
Fighters get to grow up with unpleasant early careers it training too.
Why not roll three times to triple your fun (or trauma)
When your DM asks for your 6 page background you can use this to develop a wrist slitting tale of woe and suffering so nobody ever asks again. The cleric one probably the nicest one so far. I assume in a magical world lawful good priests celibate would be less likely to be abusive and magic could expose them. Remember successful happy people probably don't risk lives killing monsters in holes for money. Probably don't use in Dragonlance.
d100 Unpleasant Life Events for Fighters
01 After years gleaning for loot from bloody battlefields you got to be a warriors servantWhy not roll three times to triple your fun (or trauma)
When your DM asks for your 6 page background you can use this to develop a wrist slitting tale of woe and suffering so nobody ever asks again. The cleric one probably the nicest one so far. I assume in a magical world lawful good priests celibate would be less likely to be abusive and magic could expose them. Remember successful happy people probably don't risk lives killing monsters in holes for money. Probably don't use in Dragonlance.
d100 Unpleasant Life Events for Fighters
02 Family were murdered and you became a servant of the warriors who killed them
03 Was a slave in gladiator fighting pits and managed to survive to earn your freedom
04 Your elderly master would drunkenly beat you till they died from organ failure
05 Grew up dragging corpses from fighting pits and checking they were not faking death
06 Grew up slitting throats and robbing dead until a mercenary adopted you as a servant
07 Worked as a lantern bearer for militia night shift until you were old enough to join
08 Worked helping masters press gang lure victims into alley to be kidnapped
09 Kidnapped and worked as cabin boy on a fighting ship
10 Master set warhounds on you for a laugh when drunk, still carry scars
11 Master made you finish off wounded prisoners at a young age to toughen you up
12 Master made you fight street urchins and beat you if you ran away or gave up
13 Master would throw you over walls at night to open gates for attackers
14 Master made you explore holes to see if any had danger or monsters
15 Master threatened to shoot you out of a cannon or catapault if you cried
16 Had to kill childhood friends who were on opposing mercenary force
17 Master made you drink and smoke as soon as you could stand up for a laugh
18 Master killed one of the other kids you grew up with who dared argue
19 While gleaning a battlefield in a burned village you recognised the dead as your kin
20 Master killed your mother in a drunken rage and threw her corpse in a river
21 Master made you spy on towns before attacks for several days
22 Master taught you how to poison wells and throw dead animals in enemy water supplies
23 Caught in a siege which broke when plague broke out, awoke in pit of corpses after fever
24 Master was afraid of ghosts so made you go first anywhere spooky or with the dead
25 Trapped in a siege, ate rats and human flesh and sawdust to survive winter
26 Master was murder hobo who made you watch camp while they went on dungeon crawl
27 Master made you watch prisoners and beat troublesome ones who talked back
28 Made friend but discovered you had been on opposite sides and had to kill them
29 Your master left you to die on a battlefield but you survived somehow without friends
30 Captured by orcs who mistreated you to make you a proper orc like them
31 Master ordered you to burn a house of villagers, an old woman in flames cursed you all
32 Captured by enemies, you were spared for being young while friends were all hung
33 Your mercenary company were destroyed by a wizard and you survived by luck
34 You were horribly maimed in battle but a priest found you and nursed you to health
35 Master threw you in a well when your injuries seemed too great to care for
36 After a battle left you crippled you begged on streets till a priest healed you
37 Raised by bandits until they were hung and you managed to join mercenary guild
38 One day your real father, a mercenary took you from your mother to serve them
39 Your master ran away with company payroll abandoning you with them
40 Your master was diseased, becoming more hideous and insane and you left them
41 Your master was bitten by rabid dogs and they became more violent and you killed them
42 After years of beatings you killed your master, took their stuff and fed the body to pigs
43 Master received head wound and you cared for them for months till they died
44 Drunken master would try and abuse servants but was too drunk to catch you
45 Master insisted you get tattoos signifying you as the company mascot
46 Got to beat a drum right in front of marching army and lived (unlike your peers)
47 Made to serve mercenaries at cam and ate and drank all you could steal
48 Master would make you fight kobolds in a pit as a child and bet against you mostly
49 Master boasted to friends you could take more beatings than rivals servants
50 Master dangled you over pits of captive monsters for a laugh till you cried
51 Master would throw you in the latrine pit if they didn't like their dinner
52 Master insisted you steal your own food from other youths by stealth or violence
53 Drunken parent used to get drunk and fights with militia until the were killed
54 Master would urinate on you if you slept in late and laugh at you on campagns
55 Master made you hide money stolen from mercenary company loot
56 Master would beat you daily and torment youths until you killed them
57 Master had you manage animal fights (dog, cock, horse) for them for a quick coin
58 Master had you render villager corpses into fat then used to burn down a town
59 Master had you find prostitutes for them constantly until several disapeared
60 Master was maimed and cranky and you nursed them for several years until they died
61 Master tried to marry you off to a ugly bastard with family connections
62 Various masters and merc companies sold and traded you when you were young
63 You went to sleep on guard duty and all your peers were murdered and you ran away
64 As a youth you were taken to an island jungle to pillage natives gold
65 As a youth you were taken to fight in a holy war to massacre foreign cults
66 Your master served a tyrannical despot and you had to flee or become a murderer
67 Your company of mercenaries wiped out all the bandits and rebels in a region
68 Fighters guild leased you to train noble brats in self defence
69 Master found a cursed sword and killed your friends and you had to flee
70 Master died in a dungeon but came back as a undead fiend and you fled
71 Master became a lycanthrope and killed everyone you knew then fled to the wood
72 Master robbed a priest and stole church funds and abandoned you to take blame
73 Fought a battle where an ancient race was finally exterminated forever
74 Went on a children's crusade led by a martyr, most killed or enslaved
75 Worked for slavers escorting captives to markets until they went bankrupt
76 Worked on merchant caravan to distant lands until the merchants retired
77 Served as a wizards guard until a summoning went wrong and tower destroyed
78 Served a foreign king until but had to flee special duties they had in mind for you
79 Noble you guarded was assassinated and you had to flee or be hung by clan
80 Spent years growing up around a siege until the town was finally destroyed
81 Worked with inquisitors mopping up cultists and witched and other religions in a region
82 After serving several sides of a civil war both sides want you dead
83 Master killed a noble and escaped and you barley got away with your life
84 Master was a bounty hunter and criminals everywhere hated them till they were killed
85 Sent to colonies and rounded up natives for slaves but most died of disease
86 Master deliberately stranded your company in foreign jungle to steal gold off natives
87 Master was a terrible racist slave keeper who belonged to a extremist cult
88 Master turned out to belong to a cult and was burned, thankfully you knew nothing
89 Master turned out to be a serial killer and used you as an alibi and ignorant dupe
90 Master secret cannibal after long siege and became more inhuman then vanished
91 Master tried to trick you into selling soul to a devil cult so you ran away
92 Master and friends in degenerate club killed after they took over a city suburb
93 Master tried to recruit you into a witch coven but you fled and they were burned alive
94 Master died horribly from disease and wounds and you claimed their goods after death
95 Master was promoted and tried to sell you to a cruel master so you fled
96 Master used to make money as a duelist but was killed leaving you in poverty
97 When drunken gambling master in debt died the mob claimed you belonged to them
98 Master's skin began peeling off and smelling of fish, vanished from the docks one night
99 Master joined a strange fighting guild that was a cult and you had to flee
100 Ran away the night you awoke to drunken master groping you in bed
Saturday, 27 January 2018
Back to BX, revising house rules
Writing up my basic rules again, hopefully simpler and more streamlined.
Want to provide 4 example characters of each class and race - exemplars or reskins
Idea is to show basic builds with the system and will do splatbooks with more later on just like real companies did. Should help new players get a character going fast which was a problem of my over the top skill lists.
these used these charts I will update- good for about 5 years of play
https://www.flickr.com/photos/konsumterra/15201407721/in/album-72157631656547261/
https://www.flickr.com/photos/konsumterra/15201409581/in/album-72157631656547261/
started shaving off unused parts of the rules
Some ideas to play with stats and uses for them too
DEX for MOV in Inches? or perhaps 1/2 DEX and STR & CON bonus?
STR adds damage to everything and DEX adds to hit for everything period
INT adds extra proficiency slots and can buy stuff outside your class or race
WIS gives you points you can reroll stuff with - thieves get a extra point per LV
CHA gives you comand radius, Morale Bonus and bonus flunkies, friends, lovers or pets
STR became the dump stat from doing all this in game
So Here Are Ideas for BX clases with sub types and reskins Im thinking of
I stupidly do everything in fours for some brain damaged reason
I can do spreads with one page class description
then one page with 4 sample characters for quick ideas
Mysteriously planet Psychon accommodated by this version...
Fighter (combat skill experts)
-knight, noble cavalrymen of high status
-yeoman, land owning rich farmer longbowmen
-gladiator, former slave or pit fighter has won freedom
-mercenary, soldier for hire belonging to a companyPossibly do marines, vikings, charioteers, scouts, etc
Cleric (divine magic worshippers)
-Inquisitor, hunts werewolves, witches, demons and unlawful spell casters
-Templar, warrior monk order guards pilgrims and holy places
-Hospitalar, military medics, healers and hospital defenders
-Friar, independant wandering rural poor preachers who maintain country shrines
Possibly do seperate cults and religions or evil, good and neutral priests
Theif (commerce skill experts)
-Assassin, specialize in murdering enemies and subterfuge
-Sailor, travellers on the sea who work ships and skills of the sea
-Charlatan, grifters, grubby merchants, schemers
-Bandit, sneaky outdoor scouts who live off the landPossibly do beggars, bounty hunters, spy, jailer, jester, acrobat, merchant, etc
Wizard (arcane magic scholars)
-Necromancer, call on the powers of life, death and the underworld
-Elementalist, call creatures and powers of the elemental inner planes
-Summoner, call creatures and powers of the outer planar powers
-Enchanter, mostly make magic items and mind control to make money
Possibly do seperate elements and plane specialists etc
So the Secondary Classes I use
im less set on these
Monk (skill specialist artisans)
-Duelist, professional fighter or champion for hire
-Master, expert in a exotic fighting school style
-Executioner, profesional killer for society and state
-Sentinel, specialist guardians and security experts
Druid (Druidic Magic Worshipers)
-Green Robes, specialize if forestry and vegetation
-Brown Robes, specialize in animals and beastmen
-Black Robes, call on powers of death and make monsters to war on man
-Red Robes, specialize in bloody sacrifice and murder to cull man
Bard (Magical Diplomat Performers)
-Skald, barbarian poets and lore keepers
-Harlot (Rake), courtesans specialize in carnal arts
-Troubadour, idealistic mystic poets out to preach new heracies
-Mesmerist, master of confidence scams and mind control tricks for money
Possibly do other schools, sheppard, philosophers, rune masters etc
Sorcerer (Arcane Hedonist Cultists)
-Dracologist, carry taint of the draconic races
-Occultist, hidden worshipers of alien entities, outre gods or the old ones cults
-Somnambulist, dream travelling masters of illusion
-Demonologist, use demon patron granted power
Possibly do diabolists, chaos cults, angel sects, etc
Non Human Classes
Dwarf (greedy, squat, fighting folk)
-Morlock, dark dwarves, evil cannibalistic dwarves
-Mountain Dwarf, warrior dwarf culture
-Forest Dwarf, tree dwelling forest dwarves
-Tunnel Troll, short fighting trolls
Possibly do some other dwarves like the god Bes or Pygmies
Elf (magical kin to the gods)
-Celestial or high elf mostly use priest magic, star travellers
-Sylvan or wood elf mostly use druid magic, forest wardens
-Magi or grey elves mostly use wizardry, obsessed occultists
-Eldren or planar elves mostly us Mentalism, dreamy hedonists
Possibly do bone elves, cave elves, arkane trolls, tieflings, etc
Halfling (small surprising explorers)
-Shireman, pleasure loving villager, all set for nice adventures
-Scout, sneaky forest patrolmen who protect their sedentary kin
-goblin, slimy repulsive goblins can be built reskining halflings
-Hedge Troll, short mostly harmless sneaky trolls
Possibly do tiny beast folk or mushroom folk
Gnome (small magical nature folk)
-Black Cap, nasty selfish greedy gnomes, use evil priest spells
-Green Cap, like animals and nature and keep pets and druidry
-Grey Cap, like technology, steam automatons, guns and mechanisms-Red Cap, nasty bandits who steal and dip hats in bloodPossibly do kobolds, hill trolls, blue caps, etc
My secondary Races
i could just do less here or do all the secondary classes and races later...
Or extra abhumans and changelings and only one giant and octopi type
Abhumans (Magical Human Hybrids)
-goatman, wild forest and mountain dwelling warriors
-mushroomman, fungus fleshed peaceful humanoids
-barbarian, huge primitive humans of the wilds
-great orc, huge orc human ogre hybrids
Possibly do icemen, magmamen, other animals, etc
Changelings (Magical Spirit Folk)
-diabolic, devilkin shapeshifter
-angelic, angelkin shapeshifter
-cat spirit, animal spirit
-tree spirit, nature spirit
Possibly do other nature, planar, elemental and animal spirits etc
Giant (gigantic humanoid monsters)
-chaos spawn, mutated monster freaks
-cyclops savage, cave dwelling shepherds
-ogre, brutish bandit monsters
-great troll, huge war beasts
Tako (cowardly magical octopus fairies)
-squid, sneaky skullduggery experts
-ammonite, wise scholarly elders
-nautilus, armoured dueling masters
-octopi, cowardly wizard creatures
One Day Maybe
-Paladin, Ranger, Shaman, Mystic
-Alchemist, Witch, Berserker, Warlock
- long wanted to do a alchemist class who make living things
My SF Addons would be
-Psionic, Robot, Cyborg, Mutant
-Might be good in Planet Psychon with Robot Spell lists and mutations
Thursday, 10 August 2017
Classes to create or kill off...
This was a thing I responded on a thread on a G+ by Richard G expanded here.
DnD considered as rooted in fantasy lit or mythology is a failure and i cant really be bothered caring anymore - im far more upset by what it did to mythological monsters that is now accepted as cannon by millions who don't even play the game - I prefer wikepedia monster descriptions to say second ed long winded ones - at least 1st ed is brief and I prefer lots of the BX versions and creatures like salamanders and devil swine.
If I want to be more literary or mythic or historical gritty i play RQ. DnD is its more oafish cliched older brother but the simplicity and heroic scaling is a different kind of fun and its better not to ask too much about it's credentials in realism and focus on having fun. Part of DnD fun is power gain from puny to so mighty i can jump off a cliff or kill a hundred orcs by myself. In RQ a kid with a rock might kill you still and killing a hundred men at once is always going to be a risk and an effort. In stormbringer I could release a god of chaos into the world to get out of a pit. Im ok with DnD being a bit kitch like star trek and starwars.
Paladium RPG and some dnd knock offs handled weird classes better. I really liked diabolist and elementalist. 95% of my rpg collection is classless.
Lots of debates online flooded with bard and cleric haters.
Im fine with clerics though not convinced they were quite right - the shukenja in OA seems more priest like - the dnd one a mash up of templar and prophet and miracle worker and hammer horror holy man. But for dungeon adventuring it works. I think the new eds handle cleric as healbot worse - second ed specialty priests were promising but lots of work to create for every cult in your setting.
Im not sure if paladins are needed as well - id just let a fighter pick up some levels as priest in a specific order
Outside 4 classes gets harder to justify
I like druid monk sorcerer bard as second tier specialists and have hesitated for years introducing more - but have considered witch/alchemist/mystic/shaman - assassin/knight/barbarian/ranger/paladin/seem just slightly modified versions of existing classes and not that distinct, possibly created with some dual classing and skill choices while
witch/alchemist/mystic/shaman could require radical new abilities or spells. I have a whole psionics system done as standard spell list because I hate having crazy new broken mechanics when the spell-level system works and is already a feature of the game.
Ive allowed elves to pick one spell list like wizard or cleric or druid or psionics in game and it worked fine. In fact better than fine and has had no problems and made interesting sub races and reskinnings. Wood elves use druid spells, bright and dark Elves use wizard spells, high elves use cleric spells. Has made for interesting characters.
Nobody played a thief or halfling in any of my games from 85-2010 until I modded them with a few more hp, made them the skill specialist class and gave them luck points to make them take incredible skill risks. In BX they are only good for sneaking and as puny as wizards. Gord the Rogue in Gygan books didn't fit the puny backstabber mould very well.
Too many specialized and setting specific classes are silly but racial classes are more interesting but i probably have enough of those too - dwarf/elf/gnome/halfling are fine but ive considered scrapping halfling but ive had fun reskinning basic races except the dwarf which doesnt seem to be as reskinnable - elf makes a good half demon, dark elves, angelic all kinds of snooty magic folk. Halfling can be ratlings or hedge trolls and possibly goblins. Gnomes I use for ppl who wanna be short and magical and because players kept marrying them and interacting with them and getting reincarnated as them.
As for other races I have giants (who gain a d12 inches a level and go from humans to mutant horrors and usually change class when getting in doors a problem. Changelings which has many subtypes from animal, to planar to nature spirits based on OA spirit folk and animal spirits. I did beastmen which i had to rename abhumans because ppl wanted to do them as rock men, ice men and we also found them pretty good for barbarians and orcs.
Changeling unicorns and angels were interesting characters and the above art tells me psionic dolphin changelings on Psychon could be a thing.
My final race is Tako - japanese octopus fairies who moved onland and are most alien and players use for strange sex acts. Also because my game is elfmaids and octopi. I can resquid i mean reskin them as squid, nautilus, ammonites and possibly as insect men.
For some reason I have to make all my new races/classes as sets of 4. Some weird compulsion to do things in fours and make myself work harder. This is a weird problem I have with lots of my projects and is slowing me down in Xor too.
Nowdays I ask can a proposed class or race "could it just be a reskinned old one" test.
Im pretty happy with my reskin everything as troll types last blog.I love RQ trolls and moomintrolls and love idea of nicer trolls in all shapes and sizes behind stoves or in barns (dnd classic trolls are chaos cult living cancers gone insane from black magic). I can reskin the basic versions of races to make trolls - elves for pretty snooty magic race trolls, halflings for hedge trolls, gnomes for magic roof trolls, dwarves without size abilities as warrior trolls. I could do talking animals also possibly with reskinning.
I have been playing LOTFP with Xor for a while because I have only played intermittently the last 18 month not my own house rules and classic setting but hope too again. My next house rules set will be about cutting back rules and stacking abilities and only viable classes without reskins are magic list based or goats.
these tables are my core classes
https://www.flickr.com/photos/konsumterra/15201407721/in/album-72157631656547261/
https://www.flickr.com/photos/konsumterra/15201409581/in/album-72157631656547261/
I have considered witch might have access to all spell lists but has some radically new mechanic like spells require premade fetish objects that are expended when cast or have a skill roll or something and until i find it witches better done by sorcery or wizardry or even druidry. Witches could just be a legal term for illegal spellcasting. Alchemy I consider because I remember seeing a good Dragon mag class I still might use as inspiration when I feel like writing up a hundred odd alchemical potions including making dragons and hermaphrodites. Alchemists seem a bit like they would summon elemetals and golems too. Speaking of which should be 1HD elementals. A class that spent money to make magic could be a problem and I need to be careful.
If I do what I plan with trolls and shamans Im dangerously turning my dnd into RQ a bit. Shamans are alot like shukenja just need to work out how to jig turning into spirit wrangling. I want more spirits in my DnD like OA has. Strangely my psionics list suits them well. Ive considered a psionics class the mystic based on this spell list that comes out a bit like some of the more modern takes on magical assassins. Anyway all these class ideas take more work than reskinning my existing proven ones. Im happy for anyone to change class a number of times = to INT bonus so this lets me get elf theives and dwarf clerics and giants to become fighters when dungeons start getting too small. I have toyed with system to let people get a few cleric spells if they prove to gods and powers they are alignment fanatics who take a oath or taboo every level. I made one of the worst of my spell per level tables (on the flickr links above) future ready in case I do make paladins or rangers a thing.
Nothing set in stone as yet and most of these are problems which can wait till I have a long term game that choices will enhance. With short term games LOTFP, BX or even my simplified Fighting Fantasy system are fine. Though I am for STR = damage bonus which made me strike blueholme ed from my list for kids because they all want damage bonuses and I don't believe it enhances roleplaying to not make strong people effective at damaging.
I did do a robot class with the robot "spell" list applicable to cyborgs too so a cyborg class would work. A mutant class is pretty viable with all the mutation lists i have done and needs testing. A psionic class would fit here possibly too as I need to do classes in fours.
A note on my settings
Planet Psychon is for gonzo, genre mash up anything can happen but less suited to horror or subtler moods.
Exile Island/Shadelport is based on 80s UK games - a bit more gritty and horrible than anything TSR would do and influenced by nastier end of history - its a world made for murder hobos and better for classic fantasy and horror.
If I do gritty historic or mythic fantasy its off to BRP/RQ...
I did once use Marvel superheroes for a game which was great for magic but and characters semi divine heroes but they kept tearing dungeons apart and destroying architecture and scenery which is something superheroes do but doesn't quite feel fantasy or mythic when every fight destroys a building.
Monday, 17 July 2017
Quick Classes for Goat Quest
Would thou like to live herbivorously?
Past Episodes of Goat Quest
Nanny Binx the Arch Goat Messiah
BX Goat Class
Good Magic Goats
Chaos Goats, Goat Communities, Goat Monsters, The Anti Goat
Evil Chaos Magic Goats and Dung
Goat Quest Campaigns
d100 goat quests and d100 village secrets coming up, hope to be ready to play on G+
Any ideas like new skills i can revise here if required
Typical Goat HD 1+2 Att d3 butt Mv 15. Typical billy has +2 hit and damage (MM2)
Dehorned goat bump damage dice down one
Neutered goat loses 1 STR
Fighting GoatRequires STR 12
HD D8 +1 to hit per level/HD
+1 AC every 2nd level (2/4/6/8/10 etc)
+1 Attack every 5th level (5/10/etc)
d6 butt attack or 2d6 with 2" charge or two d4 kicks
at 5th level these dice are bumped up to next highest dice
-d8 butt/2d8 charge or two d6 kick attacks
On a natural 20 a opponent saves or is knocked over (19 at 6th, 18 at 12th etc)
Fighting goat can rally followers or goats within CHA+Lv" radius
Scout GoatRequires DEX 12
HD D6 +1 to hit every second level/HD
+1 AC every 3nd level (3/6/9/12 etc)
d4 butt attack or 2d4 with 2" charge or a d3 kick
at 5th level these dice are bumped up to next highest dice
-d6 butt/2d6 charge or a d4 kick attacks
A scout goat does double damage if attacking by surprise x3 at 6th x4 at 12th etc
A scout gets +4 to hit a foe from behind instead of +2
A scout goat can sneak or hide with a easy DEX check
A scout goat can climb any rough surface or balance on a easy DEX check
A scout can listen with a INT check to incoming threats or eavesdrop through doors
A scout goat can manipulate objects with his mouth on a easy DEX check
-can pick pocket, untie knot, open a gate or door, sneakily eat something
Jump 6 foot across or up double with runup +1 every Level after 1st
Fall 20 feet plus 2 per level and with a jump roll and can land with great accuracy
Move +1" per two levels (2/4/6/8/10)
A goat has one bonus luck point per level per day allowing any dice to be re-rolled
-this encourages scouts to take risks
Priest GoatRequires WIS 12
HD D6 +1 to hit every second level/HD
+1 AC every 3nd level (3/6/9/12 etc)
d4 butt attack or 2d4 with 2" charge or a d3 kick
at 5th level these dice are bumped up to next highest dice
Can cast spells as a druid or priest (pick one) of similar level
Wizard GoatRequires INT 12
HD D4 +1 to hit every fourth level/HD
+1 AC every 4th level (4/8/12 etc)
d3 butt attack or 2d3 with 2" charge
Can cast spells as a wizard
Goat Equipment
Leather Collar 1cp
Collar with brass bell 4sp
Straw Hat 1cp
Floral Wreath 1cp
Gators help protect feet 4sp
Leather Barding 13 base AC 12gp
Chain Barding 15 base AC 90gp
Goat bags - carry 30lb of goods without penalty, 31-60lb reduces speed/jump by half 1gp
Goat Saddle - suitable for children, halflings, gnomes or unarmoured dwarfs 12gp
Quality Goat Feed - 1cp per day includes lucerne hay, molasses, barley
Goat Wagon - 30gp carry a child or 40lb/per goat a two goat version and a four goat version exist
Goat Encumbrance
Most goats can carry up to STRx3 lb without penalty
Up to STRx5 lb move rate and jump ranged halved
Up to STRx10 just able to move and wont jump
Over STRx10 a goat wont move
Attributes
Roll 3d6 per attribute, can swap any stat rolled with prerequisite attribute for a class
May raise class prerequisite to 12 if no attributes high enough to even with a swap
Any roll more than one below 9 is raised to 9 (only one stat can be below 9)
At 4th level a goat gets a extra attribute point to spend as they please, then another at 8th, 12th, etc
Mod Table
3 -3
4-4 -2
6-8 -1
9-12 No bonus
13-15 +1
16-17 +2
18 +3
Attribute Mod Effects
CHA - adds a number of followers (a pet, servant or companion who is loyal)
CON - adds to HP per level gained
DEX - adds to AC and chance to hit with missile weapon (probably at best spit)
INT - adds number of skills or languages and number of 1st level spells if a wizard
STR - adds to melee hit and damage
WIS - adds number a number of luck points (see scout) and number of 1st level spells if a priest
Attribute Saves and skill checks
CHA - charm somebody or recruit a follower
CON - resist poison or disease
DEX - avoid a explosion or trap
INT - solve a puzzle or spot a clue
STR - move a heavy object of butt down a door
WIS - resist mind control, make a good guess
Stat Checks and basic goat abilities
Difficulty:
Simple 2d6
Easy 3d6
Hard 4d6
Difficult 5d6
Impossible 6d6
Difficulty rolls step harder or worse for unskilled goats
Fighting, priest or wizard goats may sneak, climb, manipulate with a hard roll
Most goats can jump 5 up or across, double with a runup and get +1 every second Lv (2/4/6/etc)
Most goats can fall 10 feet + 1 foot per level and land accurately with a jump roll
d12 Followers
1 Goat Kid
2 Dog
3 Cat
4 Sheep
5 Human Child
6 Hedgehog
7 Squirrel
8 Pigeon
9 Raven
10 Chicken
11 Duck
12 Rabbit
Goat Skills (One per level, can take up to three points in any skill)
Alertness +1 spot clues or threats with INT checks
Animal Language - pick one species, no limit on times you can select this skill
Bleat - can cry and be heard a mile away
Butt +1 hit and damage with horn attack
Break +1 STR to smash things like doors or gates with headbutt
Climb +1 DEX climb skill roll +2 if a scout includes ability to balance
Dance +1 DEX can amuse and distract others with your antics
Dodge +1AC
Eat Anything +1 CON save vs poison or disease
Evade +1 DEX saves
Feint +1 CHA can feign death or unconsciousness
Find Water +1 WIS roll to find water
Foraging +1 WIS roll to find food
Gallop +1" Move
Healing +1 WIS heal 1hp per day with a lick
Jump +1 DEX jump skill roll and foot range +2 if a scout
Kick +1 hit and damage with hooves
Knock +1 knockback chance or knock on a 20 if non fighting goat
Listen +1 INT listen skill roll +2 if scout
Luck +1 luck point
Magic Horns - Can hit creatures requiring silver, iron or +1 weapons (+2/+3)
Manipulate +1 DEX manipulation skill roll +2 if a scout, can untie knots, pick pockets,etc
Midwife - +1WIS can aid mothers giving birth
Rally Bleat +1 Morale for your herd in battle
Resilience +1 HP per level
Scent - +1 INT can detect and identify animal scent trails, territory, gender and health
Sneak +1 DEX sneak skill roll +2 if a scout
Smell Chaos - +1WIS sniff taint of chaos trails
Track - +1INT can follow targets by scent and visual cluesUnderstand Human - but not speak, 2nd slot can read 3rd make crude human sounds
Gaining Levels
To go from 1st to second level you need to:
complete a quest, solve a mystery or overcome a crisis threatening a community
1st requires one quest
2nd requires two quests
3rd requires four quests
4th requires 8 quests
each extra level requires twice as many quests
Goat Spells
I recommend using Castles and Crusades or Osric lists or your prefered ruleset
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