Search This Blog

Thursday, March 26, 2009

[RPG] Talents (OGL)-

Inspired by The Society of Torch, Pole and Rope articles.

This post of Talents is designated Open Gaming Content under the Open Gaming License version 1.0a.


Character Talents-

Determine at Character Generation:
* Choose One Table to roll upon (or choose an ability with the Referee's permission), and the second Talent Table is randomly determined. Roll (or choose) within each table.
Each provides a single +1 to all Tests or Saves or other rolls, as the Referee deems appropriate.

Random Table Determination-
01 - Ability
02-17 - Friend
18-25 - Knack
26-33 - Friend
34-50 - Knack
51-67 - Friend
68-90 - Knack
91-99 - Friend
00 - Ability


Ability-

The Ability benefited by this result adds in the +1 for any pertinent rolls, such as Tests, Critical Tests, and things such as forcing open a stuck door, etc.

01 - Choice of 1
02-17 - Feats of Strength (Str)
18-33 - Nimbleness (Dex)
34-50 - Survival (Con)
51-66 - Knowledge (Int)
67-83 - Sagacity (Wis)
84-99 - Presence (Cha)
00 - Choice of 1


Friend-

Friends with... provides not only better relations with said creature (etc.), but also connotes knowledge of, uses for, and all manner of traits which are native to the creature in question.
Thus, a Friend of Muses PC can attempt to receive a +1 on Spur of the Moment or other Inspirational, Do-or-Die, etc. rolls. Likewise, Friend of Dogs would confer knowledge of bare survival, street fighting or brawling, limited tracking, etc. All at the Referee's approval.

The table was previously unusable due to a faulty math-chip. This is the revised table.

01-06 - Friends with Muses (+ Lightning)
07-12 - Friends with Fey (Aether)
13-18 - Friends with Cats (Shadow)
19-25 - Friends with Birds (Air)
26-31 - Friends with Reptiles (Smoke)
32-37 - Friends with Bears (Frost)
38-44 - Friends with Fish (Water)
45-50 - Friends with Machines (Steam)
51-57 - Friends with Vermin (Fire)
58-63 - Friends with Mythics (Glass)
64-69 - Friends with Amphibians (Silt)
70-76 - Friends with Dogs (Earth)
77-82 - Friends with Snakes (Dust)
83-88 - Friends with Insects (Radiance)
89-94 - Friends with Sharks (Void)
95-00 - Friends with Undead (- Lightning)

Knack-

Knacks, like Friend, above, confers a +1 on all actions subsumed under the heading, as governed by the Referee.

* Cantrip, and Orison allow for a single 0-Level Spell useable at will; only affects one creature or object, once per effect. Choice by Referee's permission.
* Native indicates all things subsumed under living in a given sort of environment (Urban, Suburban, Rural, Wilderness), including all area-specific survival skills/behaviours.
* Profession includes Ganger, Sycophant, Barrister, Soldier, etc., which provide specific knowledges as well as general craft of the specific trade in question (for instance, Soldier may provide a +1 to any one of the following: Hit, Damage, or Defence, as well as other particulars as the Referee rules).

01 - Cantrip
02-17 - Athlete
18-25 - Carouser
26-33 - Crafter
34-50 - Native
51-67 - Crafter
68-75 - Diplomat
76-90 - Profession
91-99 - Healer
00 - Orison

All of the above Talents may, with the Referee's permission, be enhanced by either general Focus, or Dedicated Focus points, up to and including as the Referee determines.

Wednesday, March 25, 2009

[RPG] Creatures 2 (Limited OGC)-

(c) Copyright 2009 Kyrinn S. Eis

I have updated the XP values of the first Creatures post.

Here is my latest batch, expanded/updated.

Only the text marked within the ]OGC[ header and footer is Open Gaming Content, as governed by the Open Gaming License version 1.0a. The names and descriptive text are reserved as Product Identity.

Ourden (Tangle-Lurks, Bush-Hounds)-
]OGC[
Fight Dice: 3*
Resolve: +14
Defence/Armour: +1/1d4
AB: +2
# Attacks: 2 Claws/Entangle/1 Rake
Damage: 1d4+1/1d4+1/Str @ 14/4d4+4
Move: 30'
Organisation: 1d8 per Zone
CT: +7
Loot: None
XP: 175
]OGC[
These quadrupedal plants are best likened to Sundews, and use the sticky glands that cover their body to ensnare their prey, while their dagger-like 'paws' are used to defend themselves as well as take some of the fight out of the creatures they have engaged.
Thought to have been created in the distant past to act as estate guards by the Ancients, these creatures are rarely encountered outside of ruin-grounds and still intact complexes and other sites of that long ago time.
Non-human, bipedal creatures are the first targets chosen by these guardians, then dangerous quadrupeds and other more truly alien creatures, and lastly humans -- if given a variety of interlopers to engage. This tactic appears to operate on a territorial level, and is never applied to others of its kind.


Qobryn (The Yellow-Ones, Blademasters)-
]OGC[
Fight Dice: 1+3
Resolve: +1
/+8 if Young are harmed or family killed
Defence/Armour: +4/1d4
AB: +2
# Attacks: 2 Hand/2 By Weapon/Bash*
Damage: 1d4/1d4/1d8
Move: Walk 25' Run 50'
Organisation: Clans of 50, 25% Young; Females 75% chance as listed
CT: +1/+5 if Young are harmed or held hostage/+10 if family killed
Loot: Aver. civilised gear, above-average/Fine blades, Good shields
XP: 70
]OGC[
The Qobryn <'Unwise' in Vrun> are a very Patriarchal culture of shorter, near-humans (Humanoid) which breeds two sorts of females: Domestics and Workers, and practises intraclan breeding. Workers may join the fighting without question or notice of difference within the warbands. Domestics usually only join the fighting after a child or children have died. However, even in these cases, captive males are often presented with breeding with their females (which foes produce viable offspring) to invigorate the clan-blood, or death. Generally this is only open to especially difficult foes, but in many smaller clans, any male captive will do. Many are 'studded-out' to cousin-clans, or presented as gifts to more powerful warlords along with daughters and wives.
The Qobryn are expert if utilitarian bladesmiths and possess a secret alloy and firing technique that produces an orange 'steel' Nqarii <'Aetheric'> which ignores an Armour die equal to or lower than it (a d8 blade, such as the Qobryn employ, ignores 1d8 through 1d4 Armour, whereas a d4 dagger would only ignore 1d4 or less Armour).
As outlined in the Characteristics, the clan is the essential life of the Qobryn, and one might better regard it as a poly-intelligent organism. Losses are so profoundly felt by the survivors, that the protection of the clan can easily lead to avenging the clan. The eldest patriarch serves as spiritual leader, but they are almost invariably Animists, along Taoist or Druidic lines of thought, but on an instinctive level. Moreover, all half-breeds scores are rounded in the favour of the father's traits, should a Qobryn character be desired and approved by the Referee. No other modifiers to scores, as the Qobryn are extremely Human-like (Demi-human).


Yrmohved* (Shadow Steeds)-
]OGC[
Fight Dice: 4+22 (*6)
Resolve: +5
Defence/Armour: +2/By Armour Type
AB: +4
# Attacks: 2 Hooves Front/By Weapon Front & Rear/2 Hooves Rear
Damage: Hoof 1d8 each/By Weapon/2-Hoof Kick 2d10
Move: Walk 40' Run 160'
Organisation: 1d4; Rarely (10%) with rider
CT: +3
Loot: Weapons, victim's possessions [33%](1d12x55)
XP: 1,525
]OGC[
A large headless quadruped with two pairs of arms, one set forward, one set rearward. It appears mammalian and vaguely equine in body, save the extra limbs and lack of head.
As disturbing as these features are, the Yrmohved is capable of leaving three-dimensional space, only appearing as a shadow. During this phase, it is immune to all mundane attempts to interact with it, including strong light. Beyond whatever senses this creatures possesses, it can 'see' perfectly in the dark, and is unhindered by the invisibility effect of creatures, persons, or objects. Sages are of many different minds as regards the awesome shadow-form ability, with most conjecturing that the creature is actually made of shadow-stuff. A counter hypothesis is that instead of being a flat and lesser sort of life, the Yrmohved is rather in the Empyrean, and only its shadow can be witnessed by mortal eyes. Regardless, while in this phase, the Yrmohved is also incapable of interacting with the mundane realm.
The Yrmohved exhibit at least average-Human intelligence, but their motives as well as most other aspects of these terrifying creatures, are entirely unknown. Very rarely will one be seen with a humanoid rider, and this is almost invariably female.

Tuesday, March 24, 2009

[RPG] Exploration and Adventuring (Part I)-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

Opening Doors, Bending Bars, and other Feats of Strength-

While the quickest manner to determine any given feat of strength is to simply assign it to a Strength Test, some groups may desire a more precise chance, as outlined below.

* A Stuck Door may be opened on d% with a Target of 100. The character has a base 15% chance, and an additional +15% per +1 bonus due to high Strength.

* A Locked Door may be opened as above, but with a base of only 10%, with an additional 10% per +1 due to high Strength.

* Metal Bars (such as in a cell, or those protecting windows) may be bent enough to allow egress by rolling d% as above, but with only a 5% base, and an additional 5% per +1 due to high strength.

A Referee may determine other, intermediary, percentages for success, as better fits their play style.
As with everything in UWoM, I have presented my take on these issues, as informed by other Old School games, and often back-engineered them to fit with my like of d%.
If your group prefers n in d6 dice mechanics (or anything else), then adjust as you see fit.


Secret Doors, Traps, and other Architectural Features-

The fastest method for determining whether any given character notices something awry is for the Referee to secretly attempt their Wisdom Test. If the roll succeeds, then they may be informed, perhaps by written note, or if it is in your play style, openly.

However, other methods include granting everyone an active 33% chance, and adjusting upwards by 15% per +1 of the character's Int or Wis modifier.
Likewise, Yirinn and Western Isles Vrun both have hereditary and cultural familiarity with such intriguing features of their peoples' buildings, and receive an additional +15% over and above any other modifiers to such things.
Additionally, professional or practical experience with traps and secret doors, etc., such as Technical Skills, add their percentages directly to their odds before rolling.

In all cases, the target is 100. However, circumstances, such as draughts or seeping mists, may very well modify the outcome in favour of those searching, either by reducing the Target, or secretly adding to the character's percent chance, as determined by the Referee.
In general, it is easier for a Referee to lower the Target number than to hide the fact of a bonus from the player rolling the dice.

Lastly, it must be mentioned that finding an architectural feature (secret door, trap, chute, etc.) does not grant understanding of how it works. The Referee may require of the players additional rolls or other character actions to be taken before the feature can be properly dealt-with (egress, avoidance, use without harm, etc.).

Monday, March 23, 2009

[RPG] Creatures (Limited OGC)-

(c) Copyright 2009 Kyrinn S. Eis

Only the text marked within the ]OGC[ header and footer is Open Gaming Content, as governed by the Open Gaming License version 1.0a. The names and descriptive text are reserved as Product Identity.

Explanation of Headings-

Fight Dice: The number of d8 used to determine Dodge Points for the creature
Resolve: The bonus on d20 toward '20' to continue fighting under poor circumstance
Defence/Armour: Defence is added to the creature's d20 roll to determine difficulty 'to-hit', while Armour is the die-type subtracted from damage scored on a 'hit'
AB: The creature's Attack Bonus on d20
# Attacks: Number and Type listed
Damage: The amount of each listed attack
Move: This refers to the creature's Speed in feet per Round
Organisation: The numbers appearing and special circumstances for greater numbers
CT: The bonus to d20 versus the number '20' to make any given Critical Test (Save)
Loot: If any, this is the Loot Type to be found on the creature (rare) or in its lair
XP: The number of eXperience Points gained in reward for defeating or capturing/outwitting an individual creature


Aurubin (Cave Maulers)-
]OGC[
Fight Dice: 4+9* (1+5* FD cubs)
Resolve: +10
Defence/Armour: +3/1d6
AB: +3
# Attacks: 2 claws/1 bite/1 snare
Damage: 1d6/1d6/1d8/-*
Move: 60'
Organisation: 1 Adult female, 1 or 2 cubs
CT: +5
Loot: Random gear in Lair
XP: 555
]OGC[
Large (6-8' long) quadrupedal furred creatures with long tapered heads and almost beak-like bony snouts sporting long prehensile tongues. Their four paws are all equipped with large, sharp and tough claws, capable of digging through stone-choked compacted earth with relative ease. They will frequently lash with their prehensile tongues (3') once a victim is already drawn into their tunnel, and if it strikes, their bite is automatic.
Aurubin are exclusively subterranean dwellers, although a separate variety has been observed in dark forests dwelling beneath log lodges of their own construction.
These creatures are of above-average intelligence for animals, but show little interest in human artifice or activities, save when a human walks too near one of their many cave or warren entrances. There may be as many as 1-4+1 such tunnels leading to the same lair. If the young are disturbed, the Aurubin will likely (73%) emerge from its lair in a fury which effectively doubles its FD and adds +4 to its Resolve and CT until its young are recovered, or the attackers are slain.


Biinderhaas (Buzzing Lancers, Fire Snipers)-
]OGC[
Fight Dice: 1+5*
Resolve: +13
Defence/Armour: +5/1d8
AB: +1
# Attacks: 1 bite + special
Damage: 1d4 + special
Movement: Land 10' Fly 40'
Organisation: 1d4+1 'Pod'; 2d6 Pods during mating
CT: +5
Loot: None
XP: 100
]OGC[
These large insectoids measure roughly 18" in length and are capable of quick if ungainly flight (rarely higher than 30' elevation). They are one of several varieties of furred beetles, prized by hunters for their easily removed pelts. To guard themselves as well as to take prey, the Biinderhaas fires pellets of a secreted resin that combust upon contact with the air. These fiery pellets are capable of igniting clothing, hair, etc. This attack has an effective range of 30' and does 1d4 fire damage each Round for 1d4+1 Rounds. Each creature is capable of firing no more than 5d4 of such pellets before needing to feed.
The bite is normally reserved for a distracted or fallen victim, and is a repeated process as pieces of the victim are digested as it feeds. Even the bones of victims are consumed, and it is supposed that a variety of components of a victim are necessary to concoct the resin.


Donhax (Shore Shears)-
]OGC[
Fight Dice: 2+4
Resolve: +11
Defence/Armour: +7/1d6
AB: +2
# Attacks: 2 Pincers
Damage: 3d4/3d4
Move: Land 10' Swim 60'
Organisation: 1d4 or 4d12 during Spawning season
CT: +4
Loot: None
XP: 150
]OGC[
The Donhax are usually 20-36' in length, and are shaped like long tapered cylinders with two powerful pincers, and four foot-like fins. They possess a cluster of six independent eye-stalks which provide them with good movement-sense, but poor focus.
Aggressive hunters of small-prey, they have been known to attack humans who tread through their feeding and spawning grounds -- likely as a mere reflex action in response to the movement of feet.
Out of water these fish-like creatures are clumsy and slow, but in the water, they dart at their prey (sometimes even attacking and killing water birds) with startling speed and accuracy. They use the carcasses of their prey as spawning beds for their hundreds of eggs.

Sunday, March 22, 2009

[RPG] Miscellaneous Details-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

The interesting side effect of a Point-Design system is that a lot of the rules and charts/tables usually found in an RPG are done away with, or at least simplified and consolidated into Character Generation. Without a need for individual XP Advancements, there's no need to list Fight Die, Attack Bonus, or even Spell Level progressions. Gone, too, are Thieving %, and Undead Turning tables. That's a noticeable amount of saved space.
Granted, there are still Spell listings and descriptions, Gear and Weapons, Creatures, and Loot, but that, as Micro20 and Micro74 have demonstrated, that can be condensed to a degree, as well.

My next 'big picture' task on the list is dealing with Environmental Issues: Illumination and Vision, Terrain and Movement Rates, Weather and Temperature Effects, Deprivations, Natural Healing, and Architecture Issues (Secret Doors, Lift Shafts, Vaults, etc.). I will be culling my bibliographical sources, including my major gaming influences (GW and EPT), to get the most concise, least fiddly descriptions and game implications-rules. If you have any suggestions on either sources or pet peeves regarding these sorts of things, please let me know via a Comment. Thanks.

After that, I intend on discussing How Much and What to detail as regards the setting. Clearly, I have more setting than I can fit in the first instalment, and will need to choose the contents carefully to provide a good balance and mix of locales and environs, timeline events and adventure seeds.
I have already received some wonderful feedback on what at least one other gamer would like to see, so if you have an interest in the inspirational materials I have previously listed, please let me know what you would like to see accented in the write-up.

I will say one thing about the setting, and its game implications: There isn't much in the way of rapid healing in this early period of the Autumn Era, which means that the monstrous and mundane dangers that characters will face must be seen for what they are, namely, potential killers.
While magical healing does exist, including alchemical concoctions, there isn't anything like a local good-aligned cleric first-aid station to run to when the tomb-raiders come back mauled and maimed. If that requires of the explorers to bring along healers as part of their specialist contingent, it is important that the players understand this before they set off on their adventures. Likewise, while Undead are perhaps a bit less prevalent on Urutsk, so are those who can affect them, let alone restore the essence-siphoning powers of the Greater variety.

Another thing: Loot will more often be of the sort one finds in Gamma World 1st Edition tables, and by that, I mean random stuff, and most of that is either junk, or only of interest to collectors or sages. Imperial-era 'magic' swords border on the legendary, power weapons rare and their power sources far rarer, and piles of coins...rare enough so as to make finding them, worth the risk involved in bringing them out of the ground or ruins.

Urutsk is not a place where Pegasi dot the sky, nor where brownies, pixies, and sprites are a welcomed sight in forests. The truly monstrous creatures on the world, if encountered by chance, will give your characters a terrible fight, and few of them leave much of their victims to root through in their lairs. Leaving civilised areas, crossing large bodies of water, trekking across the wastes -- these are sure ways to attract an unpleasant death.
Heroism and social advancement are often at odds with each other, as the civilised lands are places of authoritarian customs meant to help insure the continued well-being of their constituents. Reckless and wanton violence within towns and cities is as likely to win death by constabulary and militia, as it is to distinguish the characters as good candidates to dispatch to even more dangerous locales on do-or-die missions. "The wise man conceals his blade in good company and the presence of brigands, alike."

When devices of the Ancients are found, their flashy display will almost certainly attract attention, almost all of it unwanted. It may be prudent to gift them to local officials, as that will certify the intention of working within the system, as well as honouring the Right of rule. "If every man were a king, the fields would run riot with beasts, and the cities turn into mausoleums. Abide the lash of fools lest your turn to wield it is lost."

Honour is not only holding to one's word or oath, but of noble action in emulation of the Ancient legends. It is the sure-fast method to gaining glory. The other method usually involves a lot of blood and gore, often one's own. Götterdämmerung is a cultural feature, and if the gods have the good sense to fight the good fight unto death, you can be assured it is expected of real heroes.
Isn't it much easier to just be a keen-witted, quick-bladed scoundrel? Yes, until you are finally caught by the posse. "The just man differentiates between friend and foe with equity, the rest hide a dagger in their boot."

Saturday, March 21, 2009

[RPG] & [MISC.] UWoM and Old School-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

In today's post on the Worshop thread, I describe last night's thrilling adventure.

One item of character creation that had completely slipped my mind whilst working on the Point-Design system was a method employed in Basic Fantasy RPG's 2008 Almanack for variant classes, such as the Barbarian's 'double Str mod to hit and damage' and 'double Dex mod to AC while unburdened with armor'.
Fortunately, in UWoM, this is easily rectified through the use of dedicated Focus points, purchased at a 25% discount, to accomplish the same effect. Likewise the Ranger's 'double Dex mod to hit with a Longbow.', etc.

Ironically, I find myself using an unorthodox method of determining an encounter's severity: rolling 1d12. Why a d12? I imagine it is a clock-based meme, and I also use it to determine more precise direction, as was used in last night's adventure when Tybalt made a leaping attack onto a giant flightless bird.
I told his player that on an 11-1, he would be facing it head on, and that it would get an 'attack of opportunity' > shudder at the TETSNBN reference <. The player, Mike, looked at me in puzzlement, "On an 11 through 1? That means only on a 12 I'll get by without an attack?" I laughed and clarified, and all was laughs until he rolled a 12 on the die. Fortunately, the thing rolled a 1 on its d20, and Tybalt rolled a critical on his 3x Stealth Attack. Snap!
So, for all of my standardisation in getting rid of the quirky n in d6 mechanics, I use clock-memed d12s to determine both intensiy and direction. Along similar lines, I think a limited d6 mechanic may show-up in the system. One keyed to the Blood/Nature of the character, as is present in its sister (non-OS) system.
I realise folks like James Maliszewski of Grognardia may not feel that UWoM is mechanically Old School, if only for the Point-Design system, but I think that is perhaps misplaced pre-judgment not talking everything else into account -- and for good reason, given how little has been unveiled. I do wonder, though, if he extends Old School appelation to Skyrealms of Jorune. My guess is, 'no.' If that is the case, I can certainly understand 'grogs' not feeling that UWoM is OS.

I am saddened to think that World of Thool, with its marsupial gnomes, may be on an extended, or dare I write, permanent hiatus. That is one blog I would really lament the death of.
Please come back! The linguo-spores need a voice!

In other, semi-Old School news, I purchased Dennis 'Chariot of the' Sustare's SWORDBEARER for the third-time (the other two having been lost to time), but only got the two books (better them than nothing, although the box art was pretty cool, too).
There is just something about that game that I am mystified by and attracted to...

Friday, March 20, 2009

[RPG] Workshop Post & Alignment Variant data-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

In today's Workshop post, I give an overview of the Universal XP table, culled from the mean (average) of the four iconic classes.

I also mentioned my Alignment variant, which is a slight variation on the sub-system I have been using in a different (non-Old School) version of the RPG system.

At its core, 16 Elemental Bloods provide one-half of an Outlook, while the character's Nature determines the other half. Both provide some degree of Ability Score bonus (and given the hard-luck 3d6 score-generation method I employ), provide a touch of 'free' customisation to that area of the character.
In the other version of the game, a character's Attribute scores are built from Ethnicity/Species, Body Type, Blood, and Nature, with no rolling involved. It is fast once players know what sort of character they want to play, but it doesn't provide a lot of variation in the scores on a technical level.
By incorporating the 'hard-luck' of rolling, plus the Blood and Nature, meshed with the Ethnic (and later in the setting, Species) Minima of 'D&D', there is much more of a diffuse/organic distribution of scores.

I may post more before I head out to the game at FLGS.