Showing posts with label thief. Show all posts
Showing posts with label thief. Show all posts

Sunday, 7 July 2019

d100 Thieves Guild Missions



Sequel to my wizard school post. Guilds often give members missions but may also hire outsiders for some matters like not being seen to have members involved. Missions about more than stealing to somebody. I'm thinking of putting guilds, schools, temples companies in my setting with various benefits for members and 10% tithe.

Possible Benefits:Free training for level ups included
Access to libraries, craftsmen, magic item sales, specialist hirelings, expert advice
Pay your ransoms but you must serve them for 7 years if you cannot pay back
Loans with periods of service for those who cannot pay
Legal and medical aid

d100 Thieves Guild Missions

01 Beat up a night watchman by the docks who bothers lots of members
02 Take days earnings from a shop refusing to pay guild protection
03 Break into second story of a bankers townhouse and steal a letter from his desk
04 Find pick pocket from another gang in guild territory and punish them but don't kill them
05 Rooftop burglar from a rival guild has been lured to a rooftop robbery in a sting 
06 Find a way to enter a building possibly an assassins guild
07 Deal with the beggars court and negotiate working with the guild and not with rivals
08 Give a bailiff in the way home from the pub a warning stab but don't kill him
09 Hold up a wagon just outside of town with contraband brandy
10 Shoot an arrow or crossbow bolt and the sewer inspector to scare them when with family
11 Help kidnap some drunks to sell to desperate ship crews
12 Hold up a merchant on the way home with a knife just to scare him
13 Kill or kidnap a magistrate's dog, usually with him or in town house
14 Trick and rob wealthy youths for their dandy threads then leave them gagged and bound
15 Steal a horse from a nobleman who rides daily
16 Steal payroll of a quarry or building site
17 Seek in sewers for who killed some guild members in their secret sewer hideout
18 Cross a body of water at night avoiding the watch with a tax free cargo
19 Replace a minor nobles weapon with a copy by a certain date
20 Burn down a cottage at midnight as a warning to some one
21 Threaten various youth gangs writing graffiti over your guild gang signs
22 Thief not in guild operating in Hay street, picking pockets, robbing houses and shops
23 A rival gang has taken one of your gangs concubines and the boss wants them back
24 A rival gang are meeting ours in a alleyway to discuss turf, we need extra hands
25 An artist needs kidnapping and minding for 4 days then release him
26 Burrow into a cellar through the sewers for another party to enter a townhouse
27 Infiltrate a work prison to break someone out
28 Silence all the guards in a watch tower by a certain time and date
29 Scare a town councillor for his safety so he votes in a way the guild needs
30 Infiltrate caravan guards then help bandits take the goods and merchants prisoner
31 Recruit a youth gang to operate in a area and drive out non allied youth gangs
32 Capture a boat at the dogs and replace crew with guild allied one
33 Raid country house of a noble and kidnap him for ransom
34 Set fire to a pirate ship then recruit surviving crew into the guild
35 Raid a rival gang controlled bar, stab the rival gang members and scare the patrons
36 Leave a dead goat in a local councillors bed as a warning
37 Beat up a restaurant owner in front of customers and family
38 Monks are moving a relic, perfect time for a holy heist, disguises provided to get close
39 Strongbox of gold and bank records being moved on a armoured coach needs robbing
40 Kill leader of upstart new gang as a message
41 Steal a wizards book and familiar and hold them hostage
42 Black mail a city wall guard using his family so he helps guild schemes in future
43 Kill a bounty hunter who has been interfering in guild tasks
44 Kidnap a bard after their show and throw them out the kingdom
45 Steal the poor box from the bishops baggage when they visit another temple 
46 Kill several rival gang star members and leave evidence to blame another gang
47 Test a trapped tunnel section in sewers protecting gang territory from rivals
48 Inter-gang skill contest needs champions and stewards for contests
49 Dig into the castle dungeon to free a gang member
50 Steal jewels of a visiting noble woman from a far away land
51 Break into ancient tomb in castle walls
52 Exotic cult pleasure dome is full of treasure and guards all high on drugs
53 Steal load of black lotus from a drug gang house and bring them to the guildmaster
54 Rob some pilgrims carrying petty relics from travels
55 Orphanage guild low on orphans for gang sweatshops, go steal some healthy children from countryside
56 Rob a gang of boasting adventurers drinking since return from a dungeon crawl
57 Break into a wizards magic murder maze and steal the hidden treasure
58 Steal army payroll from commanders tent while they are on manoeuvres
59 Steal the baggage of a knight including armour, horses, supplies, tent and more
60 Free slaves from a merchant and bring them to the guild underground sweatshop
61 Rob the tax collector by some means and deliver to the nobility and take cut to the guild master
62 Enter a alchemists basement through the sewers and steal his recipes and priceless ingredients
63 Steal they eyes from the idol of a god deep in the sewers from a dangerous frog cult
64 Wipe out a clan of smugglers in territory gang want control of 
65 Snake cults keep a great treasure in their snake pits and their priest annoyed the guild master recently
66 The old haunted house must be a cover for a rival gangs crime, go check it out
67 A foreign group in the city have their own crime guild now and needs to be brought into the fold for the good of all criminals. Recruit or destroy them
68 A drunken retired adventurer lives alone, ripe pickings for thieves
69 A cult of rich dandies gather for parties, rob the cloak room where they keep their clothes during meetings and busy
70 Spy on a noble for enough time to tell if they are a traitor to family and secretly dealing with enemies
71 A senior gang member is rumoured to be solidifying support for a take over, go and murder them pronto
72 A secret society have been meeting in city sewers, infiltrate and report on their activities
73 Murder a clan of bootleg grog dealers in the gangs turf
74 Gang member has defected to rival gang, kill him and a few extra gang members 
75 Arrange a accidental death for a noble preaching to town about getting tough on crime
76 Spy on one of the city guildmiesters collecting any information on their secrets or vices that could be turned against them
77 Provide false witness at a murder trial to help nobility frame a reformer as a robber knight
78 Capture some interesting dungeon monsters to loose in the guilds new training tunnels 
79 Steal the secret ledger of a foriegn noble gambler exposing many locals of being secretly in debt
80 An assassins guild has been found and refuses to deal with us, raid them and kill as many leaders as possible to show the folly of their lack of respect
81 Steal a monster from a noble mans private menagerie
82 Steal a pearl from the grotto of a sea nymph, daughter of some petty sea god
83 Milk some wyvern venom for the guild poison master
84 Take some new recruits out and drive out the creatues living in the gangs sewer territories
85 A dragon's horde has a long lost relic worth a lot to the guild who want it
86 Infiltrate a nobles feast hall and pick pockets of the wealthy gathered there
87 A noble wants a gold clan signet ring back. Was taken by bugbears as treasure when they killed a kinsman a few years ago and it seems to have been used recently
88 A priest has been getting locals exited about being tough on crime gangs, murder the priest horribly as a lesson and leave in public
89 A older guild master has been wasting time with drugs and lovers, time to retire them with a surprise stabbing
90 A rival gang has a secret coin clipping operation and counterfeiting ring, find both and destroy them, kidnap any specialist criminal craftsmen we could use
91 A rival gang boss keeps maps of their buried treasure, steal them and rob the loot for our gang
92 A tomb of a great master thief has been found in a sewer, loot it before rivals do and for glory
93 Recruit a noble bastard into our secret brotherhood to spy on nobles for us
94 Disrupt rival gang black markets and auctions, make patrons feel unsafe
95 Dig into a temple crypt and rob the ancient noble dead buried their
96 A rich jeweller has lots of stock at the moment taken from dungeons and bought cheap for adventurers beer money, help lighten the owners burden
97 A complex trapped and thrice locked door has been found in the sewers
98 The guild master wants to retire alive and needs their murder faked
99 Some guild members have been tainted by were rats, find and destroy them before we are all rats serving their rat ruler
100 Guild master wants someone to enter a gate in a painting and rob the lair of a demon prince to get the souls of their loved ones back

Sunday, 18 November 2018

EMO Class Skills 2 Rogues & Wizards




More of my basic emo rules....
Will probably put in a little book for xmas
I can update and expand as I go....
Should be ready for when I DnD in Sydney next

Another difference with my system no xp
Instead you record numbers of quests
Usually quest per current level is required to reach next level
1st lv to 2nd needs one quest, 5th to 6th advancement requires 5 quests
Adventures are significant campaign achievements or quests
Clearing out a dungeon or smashing a cult is a quest
A long journey overland or a large level of a dungeon might count
Stabbing a tied up Minotaur in a box is not
A quest should affect a campaign
 or benefit a community significantly


Rogue 

Prime Requisite: Agility; high score grants additional arts
d8HD/1 /
(Average 5)
Arms 2/2 Arts 8/1 Languages d4/2
Light armour (Leather 3)
-3 unskilled weapons +1 to hit every 4 levels
Staff d6, Dagger d4, Crossbow Small d6+1, Sling d4, Knife d3, Club d6, Stone d3, Small Sword d6 Sword d8, Shuriken d3, Chain d6, Lasso, Bola d4
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, leather armour, hooded cloak, common robe, 
wine skin, d4 sacks, d4 days poor rations, flints, hatPrerequisite Agility Bonus provides extra Arts +1 Looting 
+2 Cypher +3 Read Scrolls

Nefarious Abilities

Luck of the Rogue
-Get a extra luck point per level to help win at impossible tasks
Cut Throat
-A rogue can dispatch one prone, helpless or sleeping person per level per round
Backstab
-to hit a unaware foe from behind +4
-Missile requires round of aiming
-Damage x2, at 6th becomes x3 at 12th becomes x4 18th becomes x5

1 Theif
 Subclass

Arms -  Small Sword, Knife
Arts -  Sneak, Hide, Sleight. Climb, Lock Lore, Trap Lore, Night Sight, Listen
+1 Balance +2 Jump +3 Bluff

2d4 throwing knives, boot knife, black face, 9m rope, silenced light grapple, pry bar, 3d6x10sp


2 Spy Subclass
Arms - Small Sword, Dagger
Arts - Bluff, Disguise, Spot, Listen, Shadow, Etiquette, Forgery, Escapology
+1 Fast Draw +2 Sleight +3 Gambling
telescope, code cypher, poison pill in signet ring, concealed knife, hooded lantern, 3d6x10gp


3 Assassin Subclass
Arms - Small Sword, Dagger
Arts - Sneak, Hide, Disguise, Bluff, Conceal, Bribe, Climb, Run Away
+1 Poison Lore +2 Trap Lore +3 Weapon Expert
d4 doses of blade venom, poison potion, d4 extra daggers, scarf, mask, black costume, 12m rope and grapple, small lantern, lamp oil, 100m line, 3d6x10gp


4 Charletan Subclass
Arms - Staff, Knife
Arts - Hypnosis, Bluff, Carousing, Streetwise, Forgery, Sleight, Run Away, Quack Healer
+1 Gambling +2  Fortune Telling +3 Alchemy
2d4 coloured bottles of water, d4 fake maps, d4 fake legal documents, d100 fake silver coins, d100 clipped silver coins, double headed coin, marked deck of cards, loaded dice, 3d6x10sp


5 Rake Subclass

Arms - Small Sword, Dagger
Arts - Carousing, Slight, Gossip, Etiquette, Bluff, Taunt, Intimidate, Streetwise

+1 Weapon Expert +2 Fast Draw +3 Drug Lore
d10 pills, pipe, d4 doses of opium, d6 doses of hashish, bag of tobbacco, 5L of brandy in keg, d6 vottles of wine, d4 pornographic parchments, book on diabolism, unhappy old servant, d100gp debt notices, 3d6x10gp


6 Jester Subclass
Arms - Club, Knife
Arts - Juggling, Mimic Voice, Acrobatics, Balance, Taunt, Carousing, Beg, Etiquette
+1 Ventriloquism +2 Resist Poison+3 Run Away
funny puppet, silly costume, 2+d4 decorative clubs, d6 coloured wooden balls, d6 torches, comedy wig, mask, poison antidote +d4 save, book of jokes, trumpet, drum, silly shoes, pet (d4 1=monkey 2=lap dog 3=parrot 4=ferret) 3d6x10sp 


7 Acrobat Subclass
Arms - Club, Staff
Arts - Acrobatics, Balance, Tumbling, Climb, Jumping, Wall Running, Leaping, Dance
+1 Run Away +2 Sleight, +3 Escapology
colourful costume, 60m rope, grappling hook, fancy cape, rope ladder 6m, scarf, mask, 3d6x10sp  


8 Pedler Subclass
Arms - Club, Staff
Arts - Bluff, Appraise, Diplomacy, Bribe, Bargain, Repair, First Aid, Portage
+1 Endurance +2 Pack Rat +3 March
backpack, wet stone, wire 3m, thread 30m, bag of rags and leather scrap, d4 brushes, mirror, d6 empty bottles, d4 bottles of wine, tool box, small hammer, mallet, files, drill, plane, lantern, hatchet, chain 3m, rope 6m, pet (d4 1=donkey 2=goat, 3=monkey 4=dog ratter) d4 days of feed, lamp oil, 3d6x10sp


9 Bandit Subclass

Arms - Club, Shortbow
Arts - Track, Hide, Sneak, Conceal, Survival, Spot, Listen, Scout
+1 Trap Lore +2 Moving Fire +3 Fast Draw
sack of d4 small traps, d4 rabbits, tent, bed roll furs, stolen animal (d4 1=pig 2=sheep 3=goat 4=cockerel) 3d6x100cp


10 Sailor Subclass

Arms- Small Sword, Dagger
Arts - Sailor, Swim, Climb, Navigate, Sense Weather, Hold Breath, Jump, Tumbling
+1 Weapon Expert +2  Brawling +3 Feint
d4 maps, star chart, bottle of rum, carved tusk, d6 tattoos, gaff hook, scarf, oilskin long coat, rope 12m, hammock, net, fishing line, 3d6x10sdp 

Will add more subclasses for various cultures and time periods such as adventuress, prison keeper, bounty hunter, duelist, slaver, charioteer, beggar, etc


Wizard

Prime Requisite: Talent; high score grants additional spells
d4HD/1 /
(Average 3)
Arms 1/4 Arts 6/1 Languages 2d4/2
No Armour
-4 unskilled weapons +1 to hit every 6 levels
Staff d6, Dagger d4, Crossbow Small d6+1, Sling d4, Knife d3, Club d6, Stone d3, Dart d3
Start Equipment: spell book, tool kits for skills, hooded cloak, common robe, 
wine skin,  sack, d8 days good rations, flints, hat, scribe se
tPrerequisite Talent Bonus provides extra spells +1= extra 1st +2= extra 1st +3= extra 2nd

Wizards Magical Abilities

All Wizard Books have
-Zero Level Read Magic, Detect Magic plus four other cantrips to start
-First Level Identify Spell, plus one plus prerequisite bonus spells
-Each level gain new spell through research
Scribe new spells from other wizard books or scrolls
-up to talent score in spells for spell levels 0-3
-up to half talent score  in spells for spell levels 4-7
-up to talent bonus in spells level 8-9
Talent roll to be able to learn any new spell discovered
Wizards lean spells inscribed in their huge books over 8 hours study once per day



1 Necromancer Subclass
Arms - Dagger
Arts - Mortician, Poison Lore, Necromancy Lore, Intimidate, Taunt, First Aid
+1 Trance +2 Healing +3 Evil Eye
Typical Starting Spells

-Zero Level Smoke Puff, Animate Tiny Animal, Disrupt Undead, Stun
-First Level Cause Fear, Darkness, Feign Death
-Second Level Undead Mount
black robes, human skull, anatomy book, bandages, sinew thread and bone needle, staff, dagger, mummies hand, canopic jar with dried brains, blasphemous ancient scroll, d4 tomb maps, 3d6x10gp


2 Illusionist Subclass
Arms - Staff
Arts - Painting, Bluff, Sleight, Carousing, Hypnotism, Illusion Lore
+1 Illumination +2 Healing +3 Evil Eye
Typical Starting Spells-Zero Level Noise, Animate Pipe Smoke, Smoke Puff, Coin
-First Level Ghost Light, Fog Cloud, Chromatic Orb
-Second Level Phantasmal Force
colourful robes, staff, d6 items of glass jewelry, d4 coloured bottles of water, d4 doses of black lotus resin, d4 doses of opiuum, d6 doses of hashish, bag of tobacco,  hourglass, crystal prism, pipe, d4 artworks (1=painting 2=illuminated book 3=carpet 4=mirror), paint set, 3d6x10gp


3 Enchanter Subclass
Arms - Staff
Arts - Bluff, Carousing, Music, Evil Eye, Alchemy, Astrology
+1 Trance +2  Craft Potions +3 Evil Eye
Typical Starting Spells-Zero Level Scare, Clean, Mend, Sparkles
-First Level Charm Person, Floating Disc, Animate Rope 
-Second Level Rope Trick
Rope, ball, pet (1=snake 2=rabbit 3=dove 4=toad), coloured s
carf, fancy box, silk cord 7m, rope 21m, knife, dagger, bottle of wine, musical instrument


4 Summoner Subclass
Arms - Dagger
Arts - Plane Lore, Elemental Lore, Summoning Lore, Sacrifice, Beast Lore
+1 Trance +2 Healing +3 Evil Eye
Typical Starting Spells-Zero Level Conjure Tiny Animal, Smoke Puff, Conjure Salt, Wizard Hand
-First Level Monster Summoning I, Fiery Eyes, Unseen Servant
-Second Level Monster Summoning IIbestiary Book, incense, gong, rug with magic circle design, lantern, lamp oil, 2d10 candles, d4 occult symbol medallions, 3d6x10gp

5 Hedge Wizard Subclass
Arms - Staff
Arts - Folk Lore, First Aid, Cooking, Herbalist, Magic Lore, Brewing
+1 Shortbow +2 Healing +3 Craft Potion
Typical Starting Spells-Zero Level Smoke Puff, Conjure Tiny Animal, Whisper, Mend
-First Level Charm Person, Know History, Sleep
-Second Level Summon Swarmbag of herbs, pipe, d6 doses of hashish, bag of tobbacco, bag of seeds, pet (1=cat 2=toad 3=goat 4=donkey), local map, book of local history, journal, 3d6x5gp

6 War Wizard 
Subclass
Arms - Dart
Arts - War Lore, Command, Intimidate, Taunt, First Aid, Black Powder
+1 Sword +2 Heavy Crossbow +3 Weapon Expert
Typical Starting Spells-Zero Level Spark, Ignite, Stun, Icicle
-First Magic Missile, Sleep, Burning Hands
-Second Level Web
2d6 darts in quiver, metal cowl, staff, dagger, fancy cape, knife, book of famous battle plans, tankard, bottle of rum, d6 bottles of beer, whetstone, d4 medals, lantern, lamp oil, 3d6x10gp


7 Fire Elementalist 
Subclass

Arms - Dagger
Arts - Elemental Lore, Incendiary Lore, Craft Fire, Blacksmith, Alchemy, Blackpowder
+1 Grenade +2 Sword +3 Focus
Typical Starting Spells-Zero Ignite, Smoke Puff, Spark, Candle Light

-First Level Burning Hands, Fiery Eyes, Fiery Eyes
-Second Level Fire Shuriken
d3 grenaides, d3 incendiary, d3 smoke bombs, d100 firecrackers, d4 signal rockets, lantern, lamp oil, field stove, 3d6x10gp


8 Earth Elementalist Subclass
Arms - Club
Arts - Elemental Lore, Mining, Herbalist, Natural Lore, Alchemy, First Aid
+1 Sling +2 Healing +3 Lay Hands
Typical Starting Spells-Zero Level  Conjure Rock, Dirt, Glue, Grease
-First Level Mage Armour, Spider Climb, Bless Weapon
-Second Level Bull Strength
bandages, 50gp gem, alchemist test kit, bottle of acid, metallurgy test kit, d3 healing herb, d4 healing potion, 3d6x10gp in silver and gold and semiprecious stones 


9 Air Elementalist Subclass
Arms - Dart
Arts - Sense Weather, Music, Whistling, Ventriloquism, Abjure Words, 
+1 Bluff +2 Point Blank +3 Extra Shot
Typical Starting Spells-Zero Level Noise, Icicle, Gust of Wind, Whisper
-First Level Shocking Grasp, Feather Fall, Cloud Ladder
-Second Level Ice Knife
Instrument, cymbols, horn, incense, book of sheet music, song bird in cage, 3d6 darts in quiver, 3d6x10gp


10 Water Elementalist Subclass
Arms - Dagger
Arts - Mortician, Poison Lore, Occult Lore, Intimidate, Taunt, First Aid
+1 Trance +2 Healing +3 Evil Eye
Typical Starting Spells-Zero Level Conjure Snowball, Grease, Ink, Acid
-First Level Fog Cloud, Swim Like Fish, Jump Like Frog
-Second Level Cloud of Cold

Will add more subclasses for various occult traditions including diabolist, demonologist, sage, transmuter, etc

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 clues
Understand 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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