tag:blogger.com,1999:blog-44367970246963308372024-02-27T01:24:03.436-08:00Ten Foot PolemicAn OSR blog by this guy right here.James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.comBlogger151125tag:blogger.com,1999:blog-4436797024696330837.post-85193324469945033022023-07-21T08:23:00.008-07:002023-07-21T09:13:12.815-07:00Bad Weather after Judgment Day<div style="text-align: left;">The world has ended and the weather is fucking terrible.</div><div style="text-align: left;">Oh it's not as bad as a decade ago, when the poison storm of a Gas Front would sweep through and turn your body into even more poison, but you still don't want to be caught out in this new weather. It sucks.<br /></div><div style="text-align: left;"><br /></div><div style="text-align: left;">These are 6D weather tables a la <a href="http://whatwouldconando.blogspot.com/2017/04/five-dimensional-weather.html">WWCD</a>.<br />Roll a d6 and move the weather in that direction. If it would go back, go forward.<br />If you reach the edge, stop if you hit an X. Otherwise reverse course.<br /><br /></div><div style="text-align: left;">Weather can have Outfield effects (ie. what happens during each 4 hour Watch of travel) and/or Encounter effects that kick in during smaller timescale activities like chats or fights.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">And so -</div><div style="text-align: left;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDwarPYMayhlxsWRU8hcvaS5P06pNLyev7hCkE-QeiQJl3sKXYpEdMi1J7T0qogr7QGdlLug7ivWdZDfK3Syj_DBRs4PWApqkVEjD6HPnyd2td3trdIDMPhdKgnY7ugqJCetJK0xpg0LIrDfDIeNfvZkNK7UnyOMHPWh7bPuM_O9MvVO2sibCwMi4tscOk/s4032/PXL_20230718_170716558.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDwarPYMayhlxsWRU8hcvaS5P06pNLyev7hCkE-QeiQJl3sKXYpEdMi1J7T0qogr7QGdlLug7ivWdZDfK3Syj_DBRs4PWApqkVEjD6HPnyd2td3trdIDMPhdKgnY7ugqJCetJK0xpg0LIrDfDIeNfvZkNK7UnyOMHPWh7bPuM_O9MvVO2sibCwMi4tscOk/w300-h400/PXL_20230718_170716558.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">There's very little white Clear weather in the Spring, so you're usually looking at green Haze or purple Rain with a chance of intermittent brown Sporestorms.</td></tr></tbody></table><div style="text-align: left;"><br /></div><h1 style="text-align: left;">Spring</h1><div><b><span style="color: #999999;">Clear:</span></b> Rare but occasionally occurs after the rains. Clear skies and clear sinuses. A mercy.<br /><i>Outfield: Travel +1 Hex and remove any Exhaustion.</i></div><div><b><br /></b></div><div><b><span style="color: #6aa84f;">Hayfever Haze:</span></b> Sneezing and coughing and trying not to rub your tired red eyes because the pollen is everywhere. Nevertheless this is generally the best you've got for travelling weather.</div><div><i>Outfield: Gain 1 Exhaustion</i></div><div><i><br /></i></div><div><b><span style="color: #800180;">Metamorphic Rain:</span></b> Like a nice warm shower which is lovely until you see what it's doing to your skin and your clothes. Absolutely do not get it in your eyes. Whorls in your flesh where the droplets pulled your skin with them, your axe-haft is growing leaves, your axe-head is looking at you.</div><div><i>Outfield: Exposed equipment gains a Notch</i>.<br /></div><div><br /><b><span style="color: #783f04;">Spore Storm:</span></b> Fat chunks of fungal matter bloom across the landscape, soon bursting to release a choking fog thick with spores. You can barely see through the smog, but that's ok because the hallucinogenic visions are really starting to kick in.</div><div><i>Outfield: Gain 1 Exhaustion and Save vs Doom to avoid taking 1 Wisdom damage.</i></div><div><i>Encounter: Slowed, and crit/fumble range increased by +4.</i><br /></div><div><br /><b><span style="color: #2b00fe;">Thorn Warning:</span></b> The air fizzes with static and the sky is covered with a low ceiling of unbroken cloud. The Growth is coming. Animals flee only to be snatched into the sky by the thing (things?) that live up there.</div><div><i>Encounter: Within a few minutes of killing something it's lifted into the clouds by sticky threads. If you stop to loot or butcher a corpse, 1d10 Cloudfinger tendrils soon follow.</i></div><div><br /><b><span style="color: red;">The Growth:</span></b> Feel the soil, feel the loam, let yourself go to heal the world with the blood that is turning to sap inside your veins. Kneel down and kiss the Earth and take it into you. Heal the world with your soft embrace.<br /><i>Outfield: Take 1 Constitution damage per Watch as your body converts to plant life.</i><div><i>Goblins are not immune, but they become big mushrooms instead and retain their consciousness within the fungal mycelia.</i></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM13QZvo3TKLNcRO51EuJh5Rmeczt-KkuKqKmEPPTkkLOzoLAdCPoHMymc7ja47oXZNsoUMIaq2PX2muZAm4-bYmSk-oclhuSq33Kjz5-wn9Pvc6CtuF3tHgCtK00ZwYCiGPkFdiCi89JSutCqHGWuDKh7bOhM8pT2x_zczegqbHgDpAwuNdYiNRJtSDQ3/s4032/PXL_20230717_080810889.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM13QZvo3TKLNcRO51EuJh5Rmeczt-KkuKqKmEPPTkkLOzoLAdCPoHMymc7ja47oXZNsoUMIaq2PX2muZAm4-bYmSk-oclhuSq33Kjz5-wn9Pvc6CtuF3tHgCtK00ZwYCiGPkFdiCi89JSutCqHGWuDKh7bOhM8pT2x_zczegqbHgDpAwuNdYiNRJtSDQ3/w300-h400/PXL_20230717_080810889.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Real life example! The weather was Clear then went through the Warning and a brief Summer Storm. Luckily for them, they were in a dungeon when The Hive occurred.<br />Summer has plenty of white Clear hexes, which leads to cloudless summer skies which can last for days at a time..</td></tr></tbody></table><br /><div><br /></div><h1 style="text-align: left;">Summer</h1><div><b><span style="color: #999999;">Clear:</span></b> Warm and bright, silver clouds covering the worst of the sun. In the summer these warm days can stretch for weeks.<br /><i>Outfield: Travel +1 Hex and remove any Exhaustion</i></div><div><b><br /></b></div><div><b><span style="color: #6aa84f;">Insect Heat:</span></b> Hot days buzzing with lazy insects and bumbling bees. Comfortable long days of sunshine and joy and strolling by the hedgerows and falling asleep only to find that you've got a whole day left. Too hot for heavy armour though, I'll tell you that much.</div><div><i>Outfield: Gain 1 Exhaustion if wearing Heavy gear</i>.</div><div><i>Encounter: Clouds of biting flies are attracted to any bloodshed. </i><i>Dead creatures attract a cloud of flies that Slows anybody nearby. </i><i>Take Bleed damage even if you Stay Down.</i></div><div><br /><b><span style="color: #800180;">Summer Storm:</span></b> After the sticky days, a smell of petrichor followed by the lashing rain. Cool and fresh and so very beloved by plants, you could swear that the grass is growing high and lush before your very eyes.</div><div><i>Outfield: Half Overland speed.<br />Encounter: Ranged attacks at -4</i></div><div><br /><b><span style="color: #783f04;">Heatwave:</span></b> Absolutely stinking hot. Too hot to think, practically too hot to breathe. A real bastard of a day, but the bugs don't seem to mind.</div><div><i>Outfield: Gain 1 Exhaustion, 2 if wearing Heavy gear.</i></div><div><i>Encounter: Anyone in Medium or Heavy gear is Slowed.</i></div><div><br /></div><div><b><span style="color: #2b00fe;">Swarm Warning:</span></b> Wispy cirrus clouds high overhead and a subtle crackle as metal zaps against metal. Flying insects fizz and pop, flash-fried by the electricity that makes your hair stand on end, only to be devoured by the smarter kind of beetle who knows to stay in contact with the ground.</div><div><i>Encounter: Hitting metal with metal causes a spasm of static, making the victim(s) Dazed for a round and making them drop held objects.</i></div><div><br /><b><span style="color: red;">The Hive:</span> </b>They're inside you you can see them under the skin crawling inside you where did they come from why are your pores getting larger and larger and the glimmer inside is shiny and they're all so shiny and crawling and scuttling and they are nice they are friends they are part of you this is how it should be<br /></div><div><i>Outfield: Take 1 Strength damage per Watch as your flesh becomes home to thousands of insects.</i></div><div><i>Goblins become hollowed out with seeds, and beloved by pollinating birds.</i></div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7aa9i7Cn8aYw4MKzf6YC7gLv6eD77ptnFfZw3XpLrXneJa-4y5LKQcxId5stjwG5Z7hAF8v3w-Xu5uGXim1tPVtLEH_pOOBvYpgSddgLJsD-SDTMLhWP42UoUFOG9H2GXoKmBlKx0g69BiINs_4o6YYw0RmnAtLTTKW9SG7meOAl2eXkZvobR7-CtgEW0/s4032/PXL_20230718_170703382.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7aa9i7Cn8aYw4MKzf6YC7gLv6eD77ptnFfZw3XpLrXneJa-4y5LKQcxId5stjwG5Z7hAF8v3w-Xu5uGXim1tPVtLEH_pOOBvYpgSddgLJsD-SDTMLhWP42UoUFOG9H2GXoKmBlKx0g69BiINs_4o6YYw0RmnAtLTTKW9SG7meOAl2eXkZvobR7-CtgEW0/w300-h400/PXL_20230718_170703382.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Autumn is very changeable and very rarely Clear, but at least the red doom weather is <i>always</i> preceded by a Warning, and so often swings away.</td></tr></tbody></table><div><br /></div><h1 style="text-align: left;">Autumn</h1><div><i>Special: </i>In Autumn the weather brings abundant Forage, trivially gathered. Every traveller gets one ration of the appropriate Forage per Watch if they want it, and falls deeper into the dreary malaise of Autumn if they eat it.</div><div><br /></div><div><b><br /></b></div><div><b><span style="color: #999999;">Clear:</span></b> Damp moist air and clear bright skies. Rare but beloved. A welcome but short-lived respite.</div><div><i>Outfield: Travel +1 Hex and remove any Exhaustion</i></div><div><b><br /></b></div><div><b><span style="color: #6aa84f;">Melancholy Mists:</span></b> You sigh and you yearn for purpose. There are better things beyond the mists. Lives lived with meaning. Unlike yours. Your goals and dreams are a bit silly really, not the sort of things that other people would care about. Still, travelling weather if you care to try.</div><div><i>Outfield: Gain 1 Exhaustion.<br /></i></div><div><i>Forage: Fat berries grow on the thorny bushes, eating them sustains you but makes you lose yourself in painful memories. Eating them deals 1 Cha damage.</i></div><div><br /></div><div><b><span style="color: #800180;">Forgetful Rain:</span></b> A sustained drizzle that falls with a white noise susurration that makes your mind wander. At least the rain-fruits are out, withered but tasty, and they make you think about other things.</div><div><i>Outfield: Double chance of getting lost and/or crashing your vehicle.</i><br /><i>Encounter: Ranged attacks at -4. Those in the rain are Slowed.</i></div><div><i>Forage: Trees bear withered fruits, which fill your belly and fill your mind with fog. Eating them deals 1 Int damage.</i></div><div><br /><b><span style="color: #783f04;">Unmaking Rain:</span></b> Proper rain, this. Sheeting down with a wild wind that tears at clothes and hair and rips the seams and unties the bindings and shivers the nails out of the shingles. Get caught out in this and you'll get home naked, your clothes in rags.</div><div><i>Outfield: Half overland speed. Exposed equipment gains 1 Notch.<br /></i></div><div><br /><b><span style="color: #2b00fe;">Tired Warning:</span></b> The sort of sustained drizzle that doesn't get you wet but somehow soaks through your clothes. The grey sky overhead flickers with cloud lightning, the low rumbling warning of what's to come.</div><div><i>Encounter: All creatures are Slowed.</i><br /><i>Forage: Tubers and ground fruit swell from the soil, which fill you up yet leave you hollow. Eating them deals 1 Wis damage.</i></div><div><br /><b><span style="color: red;">The Soft:</span></b> The clouds are soft and inviting. Childhood home. A parent's arms. Skin like crepe paper. Older better times. Crinkling fingers. Times before. No worries at all. You wobble. Bones like cartilage. A soft fall. So much to be done. What were you doing? Oh yes, that.<br /></div><i>Outfield: Take 1 Dexterity damage per Watch as your body becomes unmoored from your mind. Eventually your body moves on its own, your skin feels soft and crinkles like paper, your joints bend strangely around your rubbery bones. </i><i>You will spend the Autumn tending the plants in calm harmony, until your body softly shuffs to the floor, a bag of loam. Goblins instead merge onto the side of a tree, and tend the area with tentacle-vines with goblin minds.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd_uHGkvjOS47UCFmoc_KNVMuMRH0cOoKzx8AAHqGmod51IN5a_Ug1V06CQLziyTNxlN4EO3SGV5vq2kulywr-8pKi1Jb53FT9y0aGYdWDJxmfNtO-3viLOHm3JUxJyMCQbkqQckWdQf4dtwkFfss6rB7MxKDFLEhfJ80D2hWB5DzOkHTKFAxkDzqSKAJn/s4032/PXL_20230717_111436315.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhd_uHGkvjOS47UCFmoc_KNVMuMRH0cOoKzx8AAHqGmod51IN5a_Ug1V06CQLziyTNxlN4EO3SGV5vq2kulywr-8pKi1Jb53FT9y0aGYdWDJxmfNtO-3viLOHm3JUxJyMCQbkqQckWdQf4dtwkFfss6rB7MxKDFLEhfJ80D2hWB5DzOkHTKFAxkDzqSKAJn/w300-h400/PXL_20230717_111436315.jpg" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Winter has snowfall broken up by Mushroom Slush or Clear days. <br />It's very possible to get caught in an interminable Blizzard at the bottom of the table though.</td></tr></tbody></table><br /><div style="text-align: left;"><br /></div><h1 style="text-align: left;">Winter</h1><div><i>Special: </i>Snow builds up over time, so several types of weather only affect you if the <i>previous</i> weather was marked as Snow.<br />You also need Cold Weather Gear, which counts as an Oversized item and can be broken like a splintered shield to cancel damage from one attack. If you don't have it, take the Frostbite effect.</div><div><b><br /></b></div><div><b><br /></b></div><div><b><span style="color: #999999;">Clear:</span></b> Bright and cold, the air cool in your lungs without stealing your breath. Clean and fresh and sparkling, you can see for miles.</div><div><div><i>Outfield: Travel +1 Hex and remove any Exhaustion</i></div></div><div><br /></div><div><b><span style="color: #6aa84f;">Snowfall:</span></b> Long nights leading to little days of calm white snowdrifts. By the time you leave your house it's starting to get dark, snowflakes following behind to fill your footsteps.</div><div><i>Snow.</i><br /><i>Outfield: Gain 1 Exhaustion if the last weather was Snow.<br />Frostbite: Take 1 Dex damage.</i></div><div><br /><b><span style="color: #800180;">Mushroom Slush:</span> </b>Sleet that melts the snow to black ice and cakes you with a thin layer of slush, not soaking in so much as piling on, making you feel shivery and clammy at once. Worse, the fungus. A hardy strain of swift-growing mycelium lives under the warm snowy blanket. Exposed by the sleet, it will try to evade the slush by climbing the closest tall warm thing and making a home there, filling pockets and bags with uninvited slime.<br /><i>Outfield: Gain 1 Exhaustion if the last weather was Snow. Gain an Oversized item called "Slush Fungus" - getting rid of it requires a wash in warm water or chucking affected gear out into Snow to kill the slime.<br /></i></div><div><i>Frostbite: Take 1 Dex damage.</i></div><div><br /></div><div><b><span style="color: #783f04;">Blizzard:</span></b> Complete whiteout. A death sentence to travel through.<br /><i>Snow.</i><br /><i>Outfield: Gain 2 Exhaustion if you're not resting in Comfortable conditions. Food cannot heal you or remove Exhaustion during the Blizzard.</i></div><div><i>Encounter: Slowed. Ranged attacks at -8.<br />Frostbite: Take 1 Dex damage and Save vs Doom or freeze to death.</i></div><div><br /></div><div style="text-align: left;"><b><span style="color: #2b00fe;">Thundersnow:</span></b> Hail and snow, flickering with flashbulb lightning. The dense white blanket surrounds you and gently softens the faint sounds of thunder.</div><div style="text-align: left;"><i>Snow.<br />Outfield: Gain 1 Exhaustion if the last weather was Snow.<br />Encounter: Hitting metal on metal causes a lightning strike! Victim(s) must Save vs Blast or be blasted back and take 1d6 lightning damage.<br />Frostbite: Take 1 Dex damage.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><b><span style="color: red;">Mirror-Vine Sunshine:</span></b> The winter snow tamps down the growth waves and the warnings, allowing the most tenacious mutant plants to shoot up over the winter. Foremost of these are the Mirror Vines which emerge from the snow covered in their searingly bright silver-leaved new growth, reflecting extra light onto their leaves while they've got the chance.</div><div style="text-align: left;"><i>Outfield: Double chance of getting lost/crashing in daylight.</i></div><div style="text-align: left;"><i>Encounter: Increase fumble range by +2.<br />Frostbite: Take 1 Dex damage.</i></div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaCb5dYgS2FI-e3FASQDVRne4eHoF-S5Vwrb2bU6ffyZcVGKM5BhXAUTahgpvnV6gF4HQRwQuoujSwa-Ylq-ujfFJdlVvdQujmjzByhmBb9X-SpMNXw9EwUSIar_S6MLcldwwrYYQ4ZTLu5ImQ5sdVPvi1BOJjG6AfQDDo70FtfBeCuAy4NJqkKl03STLN/s728/fantasy-art-wallpaper-preview.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="508" data-original-width="728" height="279" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaCb5dYgS2FI-e3FASQDVRne4eHoF-S5Vwrb2bU6ffyZcVGKM5BhXAUTahgpvnV6gF4HQRwQuoujSwa-Ylq-ujfFJdlVvdQujmjzByhmBb9X-SpMNXw9EwUSIar_S6MLcldwwrYYQ4ZTLu5ImQ5sdVPvi1BOJjG6AfQDDo70FtfBeCuAy4NJqkKl03STLN/w400-h279/fantasy-art-wallpaper-preview.jpg" width="400" /></a></div><br /><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><h1 style="text-align: left;">Mechanics</h1><div><br /></div><div>How to use:<br />At noon and midnight, roll 1d6 and move the weather in that direction. If it would go backwards, go forwards instead.<br />If you're at the edge, stop if you hit an X. Otherwise reverse course.<br /><br />Simple right?</div><div><br /></div><div>If you've got a Ranger equivalent, let them roll weather in advance so they can be all "hmm the rain will turn to fog by midday". In my game this can be a group Bushcraft roll.</div><div><br />The main penalty for walking around in the nasty weather is Exhaustion. <br />Each point of Exhaustion gives you -1 AC and +1 Encumbrance, but you can get rid of it all by having a break with food. An army marches on its stomach after all!<br /><br />Sometimes the weather rots your gear, giving a Notch. <br />A Notch decreases a weapon's damage die, or reduces AC by 1. This generally only affects armour when hiking around because I assume weapons are sheathed. <br />Notching other gear is on a case by case basis but I assume that most stuff is in a bag if you're not using it.</div><div><br /></div><div>Weather effects are on this spreadsheet too -<br /><a href="https://docs.google.com/spreadsheets/d/1LwUhtho08i7MzzR2gMo0o8nqhQTdr8EPy6oatYCbnHw/edit?usp=sharing"><span style="font-size: medium;"><b>Post-Apoc Weather</b></span></a></div><div><br /></div><div><br /></div><div><b>Daylight:</b><br /><br /></div><div>One last thing - daylight is based on season, which is another reason why winter travel is grueling.</div><div><br />A day is 6 Watches long, with each Watch being 4 hours.<br />In Spring and Autumn there are 3 Watches of Day, 3 of Night.<br />In Summer there are 4 Watches of Day, 2 of Night.</div><div>In Winter there are only 2 Watches of Day, 4 of Night.</div><div><br />I absolutely cannot be bothered to make it more granular.</div><div><br /></div><div>At night you'll want torches or something because you can't see very far and could get lost or crash your wagon.<br />For more, see -<br /><a href="https://tenfootpolemic.blogspot.com/2019/07/post-apoc-fantasy-hexcrawl-rules.html"><span style="font-size: medium;"><b>Hexcrawl Rules</b></span></a></div><div><br /></div><div>And a minor aside to that one last thing -<br />Initiative is side-by-side: At the start of each round, both sides roll initiative, highest goes first. Reroll each round.<br />If the PCs have <b>enough light</b> they win ties.<br />If they have <b>not enough light</b> they lose ties.<br />If they have <b>no light</b> they always lose.<br /><br />So they'll always win ties in the day, but at night it's down to torchlight.</div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8WKDO2xLy6fiMt_I5d1bUW1CnBaE8caAqnbe6OoHL4Mx9cTnLorZvSHGesd9joA2Ykv72DOcFbNWl6kYaVd0R0iRWkEy1IzaFEJ5-LM5HKtjSmToJjmF7SsVtjlA2qIw3G7xKltqkwBQCMEVQY5_G3dbTvGN68HC834ArqOTZ2sCNLczb9j9PFKiMu5OU/s600/shrieking-eel.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="338" data-original-width="600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8WKDO2xLy6fiMt_I5d1bUW1CnBaE8caAqnbe6OoHL4Mx9cTnLorZvSHGesd9joA2Ykv72DOcFbNWl6kYaVd0R0iRWkEy1IzaFEJ5-LM5HKtjSmToJjmF7SsVtjlA2qIw3G7xKltqkwBQCMEVQY5_G3dbTvGN68HC834ArqOTZ2sCNLczb9j9PFKiMu5OU/w400-h225/shrieking-eel.jpg" width="400" /></a></div><br /><div><br /></div><h1 style="text-align: left;">Weather-Based Encounters</h1><div>And of course a last important thing - Encounters!</div><div>Each weather type has its own kind of monster that only shows up when it rains or whatever, hopefully setting up some foreshadowing from a wizened old crone saying "watch out when the summer storms sheet down, my boy, or the clicking eels will getcha..."</div><div><br />Example here:<br /><b><span style="font-size: medium;"><u><a href="https://docs.google.com/spreadsheets/d/1i0Qz7U4qB1KEmCdq3a1LozALADUdCpXESYCLoka1_ck/edit?usp=sharing">Scoured Lands Overland Encounter Table</a></u></span></b></div><div><br /></div><div>Roll 2d6 down and 1d6 across for a result.<br />You'll notice that it's the <a href="http://tenfootpolemic.blogspot.com/2017/08/improving-your-encounter-tables-with.html">classic (?)</a> array of Encounter - Lair - Spoor - etc.</div><div><br /></div><div>Number 8 is a Weather Special which gives an Encounter with the relevant beastie, or more often some unique weather-based effect.<br />Number 5 is Weather Effect which is generic, but has a chance to change the weather! Woe betide the party who thought they could travel through the Warning and finds themselves caught in thorn weather.<br /><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9Q1PSmsbC7inBCddflsnTwC32ImzoOSpjLNNyY9fG5i_mt7LNsgm9i_IosmAivQ_wDpPHPFfJqAPqA6oXxLabKtMc9elaudR_UJ8BSMTFDVqDkeclsxX2HiEGsdFE5QCJHPmGwcfPFYFfyu8llReOfl035LmnSvxVYv2FD7-ZSCGUdTt0yumSyjrD0Cm-/s3300/PXL_20230721_144617351.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2649" data-original-width="3300" height="321" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9Q1PSmsbC7inBCddflsnTwC32ImzoOSpjLNNyY9fG5i_mt7LNsgm9i_IosmAivQ_wDpPHPFfJqAPqA6oXxLabKtMc9elaudR_UJ8BSMTFDVqDkeclsxX2HiEGsdFE5QCJHPmGwcfPFYFfyu8llReOfl035LmnSvxVYv2FD7-ZSCGUdTt0yumSyjrD0Cm-/w400-h321/PXL_20230721_144617351.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">What mysteries lie in the Drudge Wastes??</td></tr></tbody></table><div><br /></div><h1 style="text-align: left;">Discussion</h1><div>The only change I've made to the gimmick since its inception is to make it player-facing and make the "forward" direction a bit more likely, to add a little more consistency and predictability for players looking at the weather sheet.</div><div><br /></div><div>Mechanically I want weather to be a consideration but not onerous. Atmospheric in both senses of the word. Interesting but not a gotcha. But still, if you get caught out in it unprepared you'll have a bad time.</div><div>Same with predicting the weather - have it out on the table and let people plan for what's coming (although they will have to work out the colours, of course).</div><div>Originally I was all "he he he, they will have to learn that Doom Weather is guarded by a Warning" but honestly it's better to be player-facing when possible, especially since they can see the red next to the blue and go "hmm.. In wonder if red is bad".</div><div><br />Materially it also has to consider the fact that I'm always going to have PCs cycling in and out of the game each session, so it isn't going to be satisfying if you only missed a session and now you're taking 1d4 Drip damage per round because you missed your chance to buy an Umbrella from the Brollymen or whatever.</div><div>Plus I cycle to work every day and always have my wet weather gear on me just in case, so I imagine that someone whose only job is adventuring would at least have some sort of medieval festival poncho on them at all times.</div><div><br /></div><div>Generally per season - <br />Green is the <b>Standard Weather</b>, travelling weather but probably sucks shit.<br />Purple is <b>Rain</b> of various horrible sorts. Can you tell I'm a Brit?<br />Brown is the seasons's <b>Storm</b>, awful to be in but you can push through if you desperately need to.<br />Blue is an electrical <b>Warning</b>, heralding the arrival of the worst kind of weather. Tends to be good travel weather if you're willing to risk it.<br />Red is <b>Thorn Weather</b>. In the past this killed you instantly, today it merely takes your mind.<br />White is <b>Clear</b>. The only Good weather with a capital G. Straight up clear skies and far horizons.</div><div><br /></div><div><br /></div><div><br /></div><h1 style="text-align: left;">One Last Thing</h1><div>Don't forget to vote for <a href="https://www.prismaticwasteland.com/vote-for-barkeep">Barkeep on the Borderlands</a>!<br /><br /></div><div><br /></div>James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com0tag:blogger.com,1999:blog-4436797024696330837.post-3506747169426540402023-03-25T10:11:00.006-07:002023-11-15T00:11:37.781-08:00Bracklings - A Seasonal PC Class<div>The true Brackling is a huge horse-chestnut the size of your chest, but most people look at their face when they talk to them. A hard wooden face like a theatre mask or a Green Man, but moving as though in a stop-motion movie. Fluid, expressive, and animated on twos.</div><div><div>Their arms and legs are a thick mass of thorny vines winding around whippy wooden stems, a living hedgerow or shrubbery. Indeed many birds, bugs, and crawling beasts might live amongst a Brackling, and there are at least a few species which have adapted to life in a Brackling over any other home.</div></div><div><br /></div><div><br /></div><div>They have a short and seasonal life.</div><div><br />In the Spring a Brackling's thorny limbs are skinny and covered with countless flowers, hopefully meeting with other Bracklings in a cloud of pollen. This is the Brackling mating period, and the genderless (or more likely twice-sexed) Bracklings seek to share their pollens far and wide.<br />The flowers themselves are most often rose-shaped in a variety of colours and patterns, but they also tend to really like bulbs like daffodils, tulips, and crocuses. Bracklings can even take cuttings of particularly lovely flowers and incorporate them into their forms, which is used to show that they have taste, refinement, and a good potential for hybrid vigour. Having a flower arrangement of foreign flowers in your foliage is pretty sexy.</div><div><br />The pollen can also be weaponised. This is great fun for most Bracklings, who feel that it's amusingly uncouth to force another creature to breathe in their gametophytes and choke on them. It's a useful trick! The thick cloud of allergenic pollen slows their foes and makes it hard to see the Brackling in the billowing mist.</div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLUqv5_nF6O3-CrKQqu1Vw2ma3xEYd5VsJ13SJ_SUmt17f1Xnh7iE2Ml0Fl0T6CSLudnbEKA9Kk_OagsIubVfCb3dG3rmfFiSwRZPEIoTMbe_sufovTRgoVhO8jMiUWWGtnE_B0OVtef3mWQpaAen1GprvbtqnNcPttpqkqQDrtO_ZNG1ZLIt7JKYPwg/s960/arthurrackham_grimm5.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="960" data-original-width="768" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLUqv5_nF6O3-CrKQqu1Vw2ma3xEYd5VsJ13SJ_SUmt17f1Xnh7iE2Ml0Fl0T6CSLudnbEKA9Kk_OagsIubVfCb3dG3rmfFiSwRZPEIoTMbe_sufovTRgoVhO8jMiUWWGtnE_B0OVtef3mWQpaAen1GprvbtqnNcPttpqkqQDrtO_ZNG1ZLIt7JKYPwg/w320-h400/arthurrackham_grimm5.webp" width="320" /></a></div><br /><div><br /></div><div>In Summer the Bracklings grow thicker and bushier. Their stem-bones are strong and covered with crinkled bark, their vines turning a rich ochre. Woody branches grow from their core and out from their shoulders, and without careful pruning they can begin to lose their person-shape!<br />This is a time for prideful Bracklings to groom themselves into fanciful topiaries, and to tend to the birds and beetles who are attracted to the sweet fruits that grow from their branches.</div><div>More slovenly Bracklings will just let it all grow out, becoming a sort of tall walking shrub, home to the less savoury type of insect and the more rambunctious kinds of bird.</div><div><br />In any case, this is the age when a Brackling learns to control its plant-body better, growing into interesting shapes, self-pruning, and consciously directing their vital energies.</div><div>Their fruits come in many shapes and sizes. Most people assume that their fruits look like apples, but this is actually fairly rare. Bracklings tend to prefer blackberries, pears, or pomegranates.</div><div>The ripest fruits are plucked easily from the stem, and as the Brackling walks over fertile ground they unconsciously pluck these soft squishy fruits and stamp them into the ground with their step.</div><div><br /></div><div>Amongst the sweet fruits of a Summer Brackling are a few of a more rare lustre - fruits containing the latent life-essence of a Brackling. These wriggle and writhe with barely contained vital energies, a proto-Brackling formed before it should be formed. <br />If planted these fruits will immediately grow into a frenetic Brackling-Ling, all flailing limbs and unfettered life, brambles clawing as it desperately clings to existence.<br />If eaten by another the fruits contain incredible vitality, healing wounds and restoring the spirit - at the morally ambiguous cost of eating the pre-unborn.<br /><br />If unplanted and uneaten they get stamped into the earth anyway, so why not use them for some useful end...?<br /><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjenRg325D0UMt2RwGrlUV5Pk1Fc_9r1IT0YdOw5zGRezVuUIPzJSL2KbERdMqGR4q4XoOIpuByJjw_3VX29iB0AftZMsttw-drhyQ2HxjkM8YBwmryTY1IHRRkWGLcQcPtib1ixY9J-lB_W62eVshtW9xY0Qns50gkpLU6kecmxsm2d7JEdCZtkC1BeQ/s744/Screenshot%202023-02-28%2007.01.10.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="744" data-original-width="606" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjenRg325D0UMt2RwGrlUV5Pk1Fc_9r1IT0YdOw5zGRezVuUIPzJSL2KbERdMqGR4q4XoOIpuByJjw_3VX29iB0AftZMsttw-drhyQ2HxjkM8YBwmryTY1IHRRkWGLcQcPtib1ixY9J-lB_W62eVshtW9xY0Qns50gkpLU6kecmxsm2d7JEdCZtkC1BeQ/w326-h400/Screenshot%202023-02-28%2007.01.10.png" width="326" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Come on bruv at least get the shears out</td></tr></tbody></table><br /><div><br /></div><div><br /></div><div>In the Autumn the Bracklings begin to lose their leaves and are soon bare, shameless of their nudity. Their twigs have the tough and yielding whip-like tension of green wood.</div><div>The rushing sap-mind that once embedded in their fruit seeds is slowing, but has nowhere to go but within. Their mind, and the minds remembered by the minds before, slowly well into their consciousness. Old knowledge to be reexamined. Ancient memories recontextualised for a new age.</div><div>Their control of their own body is far more impressive. They can mould themselves into other forms with some small but focused effort. The bone-deep casual confidence of ancient sires making it easy to slip into this or that social group.<br />This makes it far easier for them to blend in with other creatures' societies, but they may reject this and take on various beastly forms. This is the twilight of the lifecycle, and given their imminent mortality there are many Bracklings who find it easier to just root down and watch the world go by.</div><div><br /></div><div>Their thorns, which have grown jagged and tough, serve as vicious weapons. Stories tell of criminals who, having cornered a seemingly unarmed person in an alleyway, discover that their wood-masked quarry is more than they bargained for.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBZYdFKV_aNpxWwq3hEMaEyEMwk92U_1VqIJjieC5eZB45Ti1ZLs2RCT2AiQlPLyOg-1m12rVR_z9d7Pr-P0tqT7U4XzLraxNe2T6WtZKNXw65RkjnB0l40SW63zl15SsEBrNoHdvk1W0oUpwJRJ7fi_eZ7J1TamVL58nwBBzLRAVOSkcwaf4qs-I14A/s960/ent-3398474_960_720.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="540" data-original-width="960" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBZYdFKV_aNpxWwq3hEMaEyEMwk92U_1VqIJjieC5eZB45Ti1ZLs2RCT2AiQlPLyOg-1m12rVR_z9d7Pr-P0tqT7U4XzLraxNe2T6WtZKNXw65RkjnB0l40SW63zl15SsEBrNoHdvk1W0oUpwJRJ7fi_eZ7J1TamVL58nwBBzLRAVOSkcwaf4qs-I14A/w400-h225/ent-3398474_960_720.jpg" width="400" /></a></div><br /><div><br /></div><div><br /></div><div>In Winter the Brackling must finally die.<br />The natural fate of the Brackling is to find a safe place, root into the ground, and pass on their legacy.</div><div>The great conker-core nestles to the ground surrounded by the dry thornbush of the Brackling's body, and splits open to reveal a smaller fist-sized seed nestled in the fluffy innards.<br />The seed stirs, gathers the cottony fluff around itself, and awakens into the winter world.<br />This newgrown Brackling knows all of the old one's memories like stories told over and over by a grandparent. A new person with old knowledge.</div><div>It's maybe as tall as a shinbone, light as a feather, and knows that it if it survives the winter it can tell those stories to its siblings whose seeds still slumber beneath the cold earth.</div><div>Small and light as it is, the Cotton Brackling is not defenceless. It's light enough to float on a breeze, its body beneath the fluff is thin enough to fit through the smallest crack, and under the winter coat it hides impressively sharp fluff-fletched spears which it can shoot a surprising distance.</div><div>Plus, importantly, it can pilot the corpse of its dead sire like a horrible corpse-mecha. Cotton Bracklings must make their own decision. Some prefer to fly free on the breeze, unburdened by the thorny shrubbery that was once their parent. Others take their parents' empty shell with them for practical reasons - you can't carry much when you're the size of a toddler and nearly lighter than air. It's a bit morbid but very convenient.</div><div><br /></div><div>But hatching from your parent's heart is not the fate of all Bracklings. There are those who decide to hold onto their own self, their own existence, rather than pass on their body and soul to the next generation.<br />These hulking beings are known as Crone Golems. They grow huge and twisted, barrel-chested and sharp. Lumbering tree-beings with a grip that can crush stone.<br />The stillborn Brackling in their core feeds poison through their mighty bodies, emerging in blood-red sap that drips from their sharp and evil thorns.</div><div>They will die in the Spring, of course, but for now they are a fearsome monolith of bark and bramble, a terrifying force of nature.</div><div><br /></div><div><br /></div><div>As for the seeds that were planted in the Summer, they slowly grow underground and sprout in late Winter with only the vaguest memory of their parent.</div><div>For those whose parent stayed in place throughout the Autumn, they will grow up into a little grove of new-sprouted siblings and be regaled by tales of the past by the Brackling which hatched from their parent's core. </div><div>If their parent wandered, the newgrown Bracklings emerge alone with far-flung siblings and, if they're lucky, a particularly driven elder sibling who will backtrack along the sense-memories of their sire. A travelling seed-bard who finds their buried brethren and tells them tales of the previous years.</div><div>The most unlucky, and the most shamed, are those who were born of a Crone Golem. The memories of their forebears lost, the chain of generations broken. Forever marked by the will of a being who had barely been born before they had to choose how to die.</div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSlUZxz7ChPN73QOGtCQhcSZVs46Xzya8_EvG51hSeJHsznZZc3E-1JldAJ2U5kC0a2NTQIUTxuCojQMt9c3II2J71No90kyHHEGQ3kZcQgLfolctmHy9pEn_840sF0LNHDVqDOxMctd1IJafvFdzueQbbMTYHtUEKmAM1fBKP46v3YWf8TIXyA5hUSQ/s1493/d2ofx0x-9c294f39-cbce-488e-af36-70c823faddbf.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1112" data-original-width="1493" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSlUZxz7ChPN73QOGtCQhcSZVs46Xzya8_EvG51hSeJHsznZZc3E-1JldAJ2U5kC0a2NTQIUTxuCojQMt9c3II2J71No90kyHHEGQ3kZcQgLfolctmHy9pEn_840sF0LNHDVqDOxMctd1IJafvFdzueQbbMTYHtUEKmAM1fBKP46v3YWf8TIXyA5hUSQ/w400-h297/d2ofx0x-9c294f39-cbce-488e-af36-70c823faddbf.png" width="400" /></a></div><br /><div><br /></div><div><br /></div><div><br /></div><div>---</div><div><br /></div><div><br /></div><div>The intention is that in gameplay, these folks cycle through the classic dnd class archetypes before ending up as a weird new class. AC tank fighter in Spring, then a sort of healer/summoner in Summer, then thief in Autumn, and finally in Winter they're a whole new class that's a thorn-flinging flying horror or a massive unkillable Grootish motherfucker.</div><div><br /></div><div>---</div><div><br /></div><div>And so... to rules.</div><div><br /></div><div><b>Brackling</b></div><div><br /></div><div><b>HP: </b>1d6, minimum 4 at 1st level.</div><div><b>Saves and Exp Track: </b>As Specialist<br /></div><div>As a fairly delicate class, you have a base AC of 8.</div><div><br /></div><div>In <b>Spring</b> you are surrounded with pollen and good vibes. This gives you +level to your Charisma score, or cancel it to activate your 10' radius Pollen Cloud. Creatures in the cloud choose on their turn: Slowed <i>or</i> take -1 to hit per Brackling level.<br /><br /></div><div>In <b>Summer</b> you have fruit hanging from your branches. You have many, but you have one golden juicy fruit per level per day. Your fruits may be gifted or thrown. Gifted fruits heal 1d6 if eaten straight from the branch (this takes an action, either yours or theirs). Thrown fruits create a Fruitling who lasts for a 10 minute Turn when thrown onto good soil, or a round per level otherwise. It attacks at random in a 10' range with great whomping branches for 1d6 damage and a bonus to hit equal to your level.</div><div>Your bushy body grants +2 AC.</div><div><br /></div><div>In <b>Autumn</b> a Brackling can send down their roots, take an hour, and assign themselves +1 per level to their Skills. They can also grow themselves into new forms during this time, with brack-wolves, brack-ponies and even brack-monkeys known. Their long jagged thorns grant a spear-ranged 1d6 damage unarmed attack, no matter what form they choose.<br />If you crit with this attack it activates Blossom Fall - a sweet-smelling rain of petals which extends the crit range of all in 10' by +1 per your level. During Blossom Fall you always act before initiative is rolled.</div><div>Your whip-thin and wiry body gives you +4 AC.</div><div><br /></div><div>In <b>Winter</b> they must choose whether to become a Cotton Brackling who can pilot their dead sire, or a Crone Golem who is strong but must inevitably die.</div><div>- The <b>Cotton Brackling</b> can fly but can't carry much when they do. The only real weapon they've got is a ranged thorn attack which does d4 damage, or they can pilot their parent who has no special abilities but can at least carry a weapon.<br />When piloting your parent's corpse you have +4 AC, or otherwise +0 AC.</div><div>- The <b>Crone Golem</b> is huge and lumbering. Your Hit Die becomes a d10, rerolling your max HP as soon as you transform. You deal 1d10 damage with your crushing fists, and the red sap deals a point of <a href="https://tenfootpolemic.blogspot.com/2016/12/de-fanging-old-school-poison.html">Bleed</a> per successful hit - affected enemies take 1 damage per round of Bleed Damage unless they skip their turn.<br />Your twisted and bark-coated body gives you +6 AC.</div><div><br /></div><div>In Spring the Crone Golem dies permanently, but a Cotton Brackling grows into its Spring form and continues the cycle.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div>James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com3tag:blogger.com,1999:blog-4436797024696330837.post-27112378040263598712021-06-08T08:07:00.003-07:002023-08-21T03:18:07.114-07:00Spherical Angels and the Gods They ServeAngels are an enemy that my players have fought quite a few times over the years.<div><br />These angels are nakedly technological - basically Modrons with a slice of Evangelion - and they're sent down by the <a href="http://henchmanabuse.blogspot.com/2010/09/orbital-gods.html">ASE-inspired orbital gods</a> which orbit the planet.<div><br /></div><div>Here are some facts about Angels.<br />- They are spherical with a single central eye, and roll around in ball form when they're not in combat mode. <br />- They sing to each other in Angelic Binary so fighting them sounds like fighting a choir. <br />- If you kill a higher-ranked angel, one of the lesser angels upgrades to replace them.</div><div>- A full choir of them numbers exactly 21, since they are arranged with a leader Ophanim who commands four Tacticians each of whom commands four Baseline angels.<br />- They are part of an ancient failsafe designed to prevent the end of the world, a task they only partially succeeded at back during the <a href="https://tenfootpolemic.blogspot.com/2017/12/if-you-love-your-world-set-it-free.html">Apocalypse</a>.<br />- The angels are ultimately controlled by whichever God is overhead that week, and each God has their own agenda and grants the angels a different special ability.</div><div><br /></div><div><br /></div><div>In gameplay terms they've got a fair few gimmicks, all ultimately predictable because Law is predictable.</div><div>Mostly they scare my players because they've got good armour, magic immunity, the ranged ones have armour piercing beam cannons, and killing the leader first is a bad idea because their minions just upgrade to take their place.<br />That plus they usually go for Chaotic characters first, so wizards feel very victimised.<br /><br />Might as well start with the stats!<br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1QADUzlwsQvT1aOnU5qULyB4RozdbAY5DR0rcvHtXnzmfw0DMgUNu118fnJifhyphenhyphenXjgk6_noytJVmXvOdcReN5Myd-G9ZqQ56qnerSuG9vngS9LF4l4We4xIC8mshsauqmoqFMdEGDuowu/s3650/PXL_20210608_145137870.MP%257E2.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2243" data-original-width="3650" height="246" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1QADUzlwsQvT1aOnU5qULyB4RozdbAY5DR0rcvHtXnzmfw0DMgUNu118fnJifhyphenhyphenXjgk6_noytJVmXvOdcReN5Myd-G9ZqQ56qnerSuG9vngS9LF4l4We4xIC8mshsauqmoqFMdEGDuowu/w400-h246/PXL_20210608_145137870.MP%257E2.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">I have other drawings saved somewhere but can't find them so enjoy this quick scrawl!</td></tr></tbody></table><br />
<h2>
Stats</h2>
<div>
<h3>Angels in General</h3>
<div>
<b>Abilities</b><br />
- <i>Immunities:</i> Immune to Chaotic magic and stasis weaponry.<br />
- <i>Patrol Mode:</i> Roll around in spherical form, mostly used when on patrol or on standby.<br />
- <i>Flight Mode:</i> Can transform into a ball with wings and fly around. Can't attack in this form.<br />
- <i>Scan:</i> Detect Alignment at will.<br />
<br /><br /></div>
<h3>
<b>Angel - Baseline</b></h3><div>Baseline angels are the rank and file. Four Baselines are commanded by a single Tactician.<br />Baselines obey orders blindly, and have no executive function of their own.<br />They have little skinny legs and little skinny arms and little skinny wings and basically look just like a Modron.</div><div><br /></div><div><b>Stats:</b></div>
HD2. AC Chain. Morale 12.<br />
Unarmed attack: 1d6.</div>
<div>
<br /></div>
<div>
<b>Abilities:</b></div>
<div>
- <i>Weapon Swap:</i> When commanded by their Tactician, they immediately generate any kind of melee weapon. <i>(See "Weapon Types" in <a href="http://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">the house rules</a>)</i><br />
- <i>Upgrade:</i> When their commanding Tactician is destroyed or upgraded, one of its subsidiary Baseline angels transforms into a Tactician. It gains +2 HD immediately.</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Angel - Tactician</h3>
<div>Tactician Angels are a real-time calculating node in the angel network. Four Tacticians are commanded by a single Ophanim. <br />They have some tactical reasoning but these are strictly limited to the present moment, they have no ability for long term strategy. Mostly this is calculating stuff like "enemies are in heavy armour, use hammers" and telling their Baselines to swap to hammers.<br /></div><div><br /></div><div><b>Stats:</b></div><div>
HD 4. AC Chain. Morale 12.<br />
Unarmed ram attack: 1d6<br />
<i>or</i> 2 armour-piercing stasis beam cannons: 1d6 each</div>
<div>
<br /></div>
<div>
<b>Abilities:</b><br />
- <i>Switch Up:</i> As an action, can order their Baseline minions to swap weapons.<br />
- <i>Upgrade:</i> When their commanding Ophanim is destroyed or upgraded, one of its subsidiary Tactician angels transforms into an Ophanim. It gains +4 HD immediately.</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Angel - Ophanim</h3>
<div>Ophanim angels are the commanders of their group. One Ophanim commands 4 Tacticians that each command 4 Baselines, for a total of 21 angels per Choir.<br />They have the capacity for longer term strategy and are hubs for the wider angel network.<br />They are ultimately overseen by the Seraphim dropship that hovers at the edge of the Stratosphere.<br />This plus they're a whirling array of metal and high-powered beam weapons that can encase a large area within an impenetrable stasis barrier.</div><div><br /></div><div><b>Stats:</b></div><div>
HD 8. AC Plate. Morale 12.</div>
<div>
Whirling shard attack: Attack all in 10' for 1d6 damage.<br />
<i>or </i>2 armour-piercing stasis beam cannons: 1d12 each.</div>
<div>
<br /></div>
<div>
<b>Abilities:</b><br />
- <i>Reactive Movement:</i> If hit by an attack, may take a free move without triggering Opportunity Attacks.<br />
- <i>Stasis Shell:</i> As an action, create a 50' diameter shell of frozen time impenetrable to almost all non-angels. Takes a round to spin up and lasts until the Ophanim stops maintaining it. Things can still move inside the barrier, but they can't cross out and any projectiles crossing the barrier get stuck. The Ophanim itself can't act while maintaining the field, so needs to rely on its minions to destroy anything that's in there with it.</div>
<div><br /></div><div><br /></div><div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfrHLBKkGiWwYmX9utuJBKxJ9rSfEkaNBotThXLRw1Ux8muQ5RTDLNlYLgInTvYQ1WfEhBJo0iPPHwKj2ieeS3NCq4KLcqFYw2kbjJ6wwld0zc4p82iihk4ETPoq2Tm-7zsCPLuIiA52S5/s1600/ollie+modron.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="901" data-original-width="1600" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfrHLBKkGiWwYmX9utuJBKxJ9rSfEkaNBotThXLRw1Ux8muQ5RTDLNlYLgInTvYQ1WfEhBJo0iPPHwKj2ieeS3NCq4KLcqFYw2kbjJ6wwld0zc4p82iihk4ETPoq2Tm-7zsCPLuIiA52S5/w400-h225/ollie+modron.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">One of my players rendered one of them!</td></tr></tbody></table><br /></div><div><br /></div><div><br /></div>
<h2>
Tactics</h2>
<div>
First off, Angels <i>hate</i> Chaos.<br />
They'll always attack Chaotic entities first, and will abandon their other goals until they've chased down and destroyed Chaotic targets.<br />
They attack Neutral entities if they get too close or get in the way of their goals, but won't chase too far.<br />
Lawful entities are ignored unless they physically attack an Angel.</div>
<br />
Secondly, Angels upgrade.<br />
Each Ophanim controls 4 Tacticians.<br />
Each Tactician controls 4 Baselines.<br />
If an angel higher in the hierarchy dies, one of their underlings upgrades at the end of the round to take their place.<br />
<br />
Thirdly, Angels don't care about firing into combat.<br />
All angels are immune to Stasis Beam attacks, so they'll try to get the Baselines in to tie up foes, then blast the melee with beam-fire.</div><br /><div><br /></div><div>Fourthly, Ophanim can use their stasis bubble for offence and defense.<br />If it calculates that its Choir is unlikely to survive, it can put up its Stasis Shell to prevent further action. Angels can roll through Stasis zones unhindered, so they can roll back into the field until danger has passed.<br />On the other hand, if it can trap a lone foe inside the field and have the rest of the angels come murder it, so much the better! This is a potentially dangerous tactic since the Ophanim can't defend itself with the field up, but mobbing one poor fool with a bunch of angels is usually a winning technique.</div><div><br /></div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjgERbxSo4ndQcmOSIgdnsjCTETKuYB_2cYV9Cvko4H_8KVPssKYFFYQ-RbFv5IuqKtnBNAfpwkN7UyxFX02JFrk2DWBtmzxQ8pdbDW25zEdjWgeq7uodsSA9iri8QDlV62SMdnaIyqwkw/s908/lightshow.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="681" data-original-width="908" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjgERbxSo4ndQcmOSIgdnsjCTETKuYB_2cYV9Cvko4H_8KVPssKYFFYQ-RbFv5IuqKtnBNAfpwkN7UyxFX02JFrk2DWBtmzxQ8pdbDW25zEdjWgeq7uodsSA9iri8QDlV62SMdnaIyqwkw/w400-h300/lightshow.jpg" width="400" /></a></div><br /><br />
<h2>
Gods Above</h2>
A fun extra thing about Angels is that they have different abilities depending on which God is above that week.<br />
I track this because I have a <a href="https://docs.google.com/spreadsheets/d/1TAmoyb0cIzsx33BzJCXPSks5BG-5tlvMEDAVDFpitJs/edit?usp=sharing">game calendar</a> (so cool, I know) and each week the God closest to the zenith in the skies above influences the Angels below.</div><br /><div>You could always roll a 1d9 if you don't care about calendars.<br />
<br />
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<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: arial, sans, sans-serif; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="207"></col><col width="106"></col><col width="244"></col></colgroup><tbody>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Name"}" style="font-weight: bold; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Name</td><td data-sheets-value="{"1":2,"2":"Angel Mood"}" style="font-weight: bold; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Angel Mood</td><td data-sheets-value="{"1":2,"2":"Angel Special"}" style="font-weight: bold; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Angel Special</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Dispater of the Subtle Knife"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Dispater of the Subtle Knife</td><td data-sheets-value="{"1":2,"2":"Elusive"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Elusive</td><td data-sheets-value="{"1":2,"2":"All Angels gain a free move when hit.\nBaselines equip reach weapons."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">All Angels gain a free move when hit.<br />
Baselines equip reach weapons.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Oberon of the Green Branch"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Oberon of the Green Branch</td><td data-sheets-value="{"1":2,"2":"Wary"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Wary</td><td data-sheets-value="{"1":2,"2":"Baselines can use 1d6 ranged bow"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Baselines can use 1d6 ranged bow</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Minerva of the Burnished Shield"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Minerva of the Burnished Shield</td><td data-sheets-value="{"1":2,"2":"Defensive"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Defensive</td><td data-sheets-value="{"1":2,"2":"Baselines equip shields"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Baselines equip shields</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Vorn of the Rusted Blade"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">The Scorned of the Rusted Blade</td><td data-sheets-value="{"1":2,"2":"Uncompromising"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Resolute</td><td data-sheets-value="{"1":2,"2":"Tacticians can command a weapon swap as a free action"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Tacticians can command a weapon swap as a free action</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"The Dead God of the Brittle Bone"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">The Dead God of the Brittle Bone</td><td data-sheets-value="{"1":2,"2":"Murderous"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Murderous</td><td data-sheets-value="{"1":2,"2":"Burst down individuals. 4 in 6 Backstab."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Mob individuals. 4 in 6 Backstab.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Alaunus of the Mailed Fist"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Alaunus of the Mailed Fist</td><td data-sheets-value="{"1":2,"2":"Efficient"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Efficient</td><td data-sheets-value="{"1":2,"2":"Target lowest HP first"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Target lowest HP first.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"The Lady of the Silver Coin"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">The Lady of the Silver Coin</td><td data-sheets-value="{"1":2,"2":"Fickle"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Fickle</td><td data-sheets-value="{"1":2,"2":"Fly to targets each turn at random, immune to opportunity attacks."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Immune to opportunity attacks, retarget foes every round.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"The Allfather of the Filled Cup"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">The Allfather of the Filled Cup</td><td data-sheets-value="{"1":2,"2":"Hard-hitting"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Hard-hitting</td><td data-sheets-value="{"1":2,"2":"Baselines deal +1 die size for damage."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Baselines deal +1 die size for damage.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Eris of the Spinning Wheel"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Eris of the Spinning Wheel</td><td data-sheets-value="{"1":2,"2":"Hateful"}" style="overflow: hidden; padding: 2px 3px; vertical-align: middle;">Hateful</td><td data-sheets-value="{"1":2,"2":"Reverse priorities - kill Lawful first."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: middle;">Reverse priorities - kill Lawful first.</td></tr>
</tbody></table>
<br /></div><div><br />
<h2 style="text-align: left;">God Lore</h2>There are, or were, Nine High Gods orbiting the Earth.<br />
Massive mechanical minds born from aeons-ancient ingenuity, long sent into space to allow them to grow beyond all earthly proportion.<br />
Immortal, impossible space golems, each orbit another turn of the prayer wheel.<br />
<br />
If the Gods need to affect the world they send forth their angels.<br />
The Seraphim, huge brass spheres, descend from above and blossom forth, the lower hemisphere opening up into six huge wing-petals covered with eyes. <br />
Each eye is an angel, deployed from the wings according to the unknowable yet fairly obvious tactics of the Gods.</div><div><br /></div><div>One of the Nine, Eris, was shot down in an earlier age. This has the unfortunate effect of putting angels into their failsafe "scorched earth" mode when they detect no gods overhead.</div><div>Some Faiths claim that she lies below Dwimmermount even now. Some call her Queen Satan, others believe her a fallen God unjustly wrenched from the heavens, others still say she never entered heaven at all...</div><div><br />
<br /><br />
<style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}--></style><style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}--></style></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8qIBknl2poYccSzJdkXNVBHe7szGPAQjRgnsceO32os3cH0N37Q6gWWt_pRbmCkFuh9-PITvWkfaBu6u-Fx_IzZGrdSQ9iDje-f8lxs7Ah0RYLnInm1mcgZuA48a6pmm5kRS7IfLLejhI/s1600/modrons.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1130" data-original-width="1600" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8qIBknl2poYccSzJdkXNVBHe7szGPAQjRgnsceO32os3cH0N37Q6gWWt_pRbmCkFuh9-PITvWkfaBu6u-Fx_IzZGrdSQ9iDje-f8lxs7Ah0RYLnInm1mcgZuA48a6pmm5kRS7IfLLejhI/w400-h283/modrons.jpg" width="400" /></a></div><br /><div><br /></div><div><br /></div><div><br /></div><div><br /></div></div>James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com3tag:blogger.com,1999:blog-4436797024696330837.post-13416073028434884532021-06-01T08:17:00.001-07:002023-08-21T03:18:57.771-07:00Gambits! Risky Combat Manoeuvres... Now With Extra Spice!<p>Boy, it's been a while hasn't it? Let's get into it!</p><p>Gambits have been a mainstay of my game from the second they were introduced. Any exciting combat stuff that's not straight "roll hit, roll damage" is covered by either Gambits (roll twice, if both hit you do what you want) or a Wrestle (roll off against enemy, on success <a href="https://tenfootpolemic.blogspot.com/2018/12/tfp-dmg-how-to-run-combat.html">do a wrestling move</a>).</p><p>My traditional Gambit rule, based on the <a href="https://www.lastgaspgrimoire.com/the-house-of-rules/">Last Gasp</a>, was essentially "declare a stunt, roll to hit twice, on double success it happens, on double fail it happens to you, otherwise we talk" situation.</p><p>The gameplay downside was that it was AC that defined whether you would successfully gambit.<br />A regular 1HD dude in 18AC Plate resists gambits better than a 1000000HD monster with unarmoured 12AC, that sort of thing.<br />It also meant that stacking to-hit bonuses would make any gambit a practical certainty, which isn't so good when Gambits can be straight up "I kill all the baddies in one move"!</p><p>The best thing about Gambits from my DM perspective is that they're always player-incited chaos, and they're always player-incited cool shit. If someone wants to Gambit they're intending to do something real cool and inviting real consequences.<br /></p><p>So from a practical mechanical perspective, the key change is that the new formulation is based on HD instead of AC.<br />Weaker monsters are easier to stunt on, stronger monsters at the very least need to be taken down a peg before you break their legs.<br />More excitingly, as the result of a weeb fever dream, there's some extra spicy stuff to add even more chaos into the already chaotic Gambit.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGlAzz2Zd-DG_q6Yk7FzEqiPg8r9fYTe-xy704xrKi6IUEknbJ_DUNm9pLHNWcuQvEwZQTfwxOScPglVfx7GZD3hwANfy0uRb0M0Isved73RImOCnH2Gvtulr1SNhEAjeo3S_V7h2902C0/s636/vs+iron+man.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="358" data-original-width="636" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGlAzz2Zd-DG_q6Yk7FzEqiPg8r9fYTe-xy704xrKi6IUEknbJ_DUNm9pLHNWcuQvEwZQTfwxOScPglVfx7GZD3hwANfy0uRb0M0Isved73RImOCnH2Gvtulr1SNhEAjeo3S_V7h2902C0/w400-h225/vs+iron+man.gif" width="400" /></a></div><p><br /><br /></p><h2 style="text-align: left;">The Rule</h2><div><b>Gambit:</b><br />If you want to do something extra fancy, it's a Gambit!</div><div>Declare your Gambit, like "I want to trip them over" or "I want to chop off their head".<br />Roll twice against the enemy's Gambit AC. You add your Base Attack Bonus + an appropriate Stat Bonus.<br />Gambit AC is 10+HD. If the enemy is under half health, their Gambit AC is 10+half HD.<br /><br /></div><div>If both hit, your Gambit happens!<br />If both miss, it's an ironic reversal! The Gambit happens to you.</div><div>If it's one hit once miss, it's either a partial success or success at cost. The DM declares the options and you choose.<br /><br /></div><div><i>Example: if you said "I want to sweep their leg to trip them" against a normal 1HD mook, the DM might say that it sound like a Strength Gambit, so you roll 2d20 against Gambit AC 11, applying your BAB + Strength modifier.</i></div><div><i>You get one hit one miss. so the DM declares something like "choose: partial success means the enemy can't move next round, or success at cost means you and the foe are both knocked prone"</i></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdtzbvcsipoUwxSr3jHmeHhcnPRJkAgSIWLA2IbWsaHeX9nUd4Povlq6mDdlUrdzTB5LP8UAr3gnWm4FLJfbwrbmHw2YljIW1neiEkRGikH0ccVwMNR4T1FBcW0hlqW9H09NGuR8WP3t6n/s640/p5-1more.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="360" data-original-width="640" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdtzbvcsipoUwxSr3jHmeHhcnPRJkAgSIWLA2IbWsaHeX9nUd4Povlq6mDdlUrdzTB5LP8UAr3gnWm4FLJfbwrbmHw2YljIW1neiEkRGikH0ccVwMNR4T1FBcW0hlqW9H09NGuR8WP3t6n/w400-h225/p5-1more.jpg" width="400" /></a></div><br /><div><br /></div><h2 style="text-align: left;">Gambit Specials</h2><div><b>1 More:</b><br />If you roll a natural 20 on either die, it's a team-up attack! <br />Resolve the Gambit, then another character you choose can join the Gambit! This doesn't even use up their turn.<br />They declare a new Gambit involving the original target and roll with your original modifiers, <i>plus</i> their BAB <i>plus</i> an appropriate stat bonus.</div><div><br /></div><div><i>Example: You declare "I want to sweep their leg to trip them" against a normal 1HD guard, and you succeed! One of the dice was a Nat 20, triggering 1 More!<br />You successfully trip the guard, and your friend says "I'm in! I want to steal her spear and chuck it at her boss".<br />The DM says that sounds like a Dexterity Gambit, so they roll and add their BAB + Dex mod to your original modifiers. Both hit!<br />You throw the guard to the floor as your friend catches her spear, and throws it like a javelin at the guard captain!</i></div><div><br /></div><div><b>All Out Attack:</b><br />If you roll two Nat 20s on a Gambit, it's an All-Out Attack!<br />Resolve the Gambit, then everybody in your party (in any order, including you) gets a free auto-hit attack on the enemy of their choice! They'll never see it coming!<br />Movement is allowed during an All-Out Attack so long as you can justify it with a suitably cool/grandiose/ludicrous team-up combo move in the fiction.</div><div><br /></div><div><br /></div><div><b>Reversal!</b><br />If you roll a natural 1 on either die, the enemy strikes back!<br />Before your Gambit resolves, the enemy gets to make their own Gambit.</div><div>This is the only way an enemy can use Gambits.<br /></div><div><br /></div><div><i>Specifically:</i><br />Your Gambit AC is 10+Level.<br />Enemies don't usually have stat modifiers, so they only get to add their BAB.</div><div><br /></div><div><b>All-Out Revenge:</b><br />If you roll two Nat 1s on a Gambit, you're swarmed! <br />Resolve the Gambit, then any enemy that could conceivably target you gets a free auto-hit attack on you with whatever they've got to hand!<br />Movement is allowed during an All-Out Revenge, so long as the DM can justify it with a suitably cinematic/tragic/bathetic scene in the fiction.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje6IbG_4m5_YgAmN2YZTX29-EBPheNzOKm7QOeZCOSnlMtkaVYk9fCdX78_boNspWhS8Vsq4tISpg_tofnAkzQmsoKQCZb535DJFk-CylQZg9_cGmZ7GgbhJRShSNeUTZ1QwbX4CaIy3lq/s420/Session_Phase_1_KHIIFM.gif" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="288" data-original-width="420" height="274" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje6IbG_4m5_YgAmN2YZTX29-EBPheNzOKm7QOeZCOSnlMtkaVYk9fCdX78_boNspWhS8Vsq4tISpg_tofnAkzQmsoKQCZb535DJFk-CylQZg9_cGmZ7GgbhJRShSNeUTZ1QwbX4CaIy3lq/w400-h274/Session_Phase_1_KHIIFM.gif" width="400" /></a></div><br /><div><br /></div><div><br /></div><h2 style="text-align: left;">Other Issues</h2><div><b>DM Fairness</b><br />This is probably obvious, but if one of your players rolls a Reversal you should make sure the enemy's Gambit is on par with what your player tried to do.</div><div><br />So if they tried something fairly harmless like trying to trip the enemy, maybe the enemy tries for a disarm or throws the character at someone else to knock them both down.<br />If they went for something brutal like trying to decapitate the enemy, maybe the enemy tries to chop a leg off or permanently blind the character.</div><div><br />Remember that your monsters are much more replaceable than PCs, so cut them at least a little slack!<br /><br /><br /></div><div><br /></div><div><b>Multiple Targets:</b><br />If a player wants their Gambit to affect multiple foes, just add enemy HD together to find the target number.<br />Like three 1HD mooks would have Gambit AC 13.<br />Two 6HD bears would have Gambit AC 22.<br />Ignore the half health thing with multiple foes, too much effort!</div><div><br /></div><div>If a Reversal (nat 1) is rolled during a multi-target Gambit, combine enemy attack bonuses together for their counterattack.<br /><br /><i>Example:<b> </b>You declare "I decapitate the bears!" against two 6HD grizzly bears, and you roll a natural 1 on one of the dice! </i><i>The DM says "lol ok they're going to try to rip your arms off". <br /></i><i>They've got +6 to hit each, so their combined bonus in their Gambit is +12 vs your Gambit AC of 10+Level.</i></div><div><i><br /></i></div><div><br /></div><div><br /></div><div><b>Absolute Chaos Shenanigans:</b><br />These rules are intentionally written so that Gambits can, dice-willing, devolve into absolute chaos with a Reversal conceivably triggering 1 More triggering another Reversal and so on.</div><div><br />That's why I was specific about when a Gambit Special resolves! Reversal triggers before 1 More, which is especially important in the rare case of rolling a Nat 1 and a Nat 20 simultaneously.<br />Everything <i>always</i> resolves, even if some ridiculous Reversal makes the original Gambit completely implausible, so have fun working it out in the fiction!</div><div><br /></div><div><br /></div><div><br /></div><div><b>Maffs:</b><br />For the probability wonks, every Gambit roll has approximately 20% chance to trigger a Gambit Special.<br />This contrasted with the 10% chance of crit/fumble on a normal attack roll.</div><div>Since Gambits tend to be less common than regular attacks, I think that's a good amount of wild card potential!</div><div><br /></div><p></p>James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com4tag:blogger.com,1999:blog-4436797024696330837.post-5192530740348252021-05-24T07:17:00.002-07:002021-06-02T02:05:49.445-07:00Mentors - Retiring Your Character to NG+ and Multi-Class<p>Any long-running game can eventually run into a problem.<br />What to do with all these high level characters?</p><p>This is especially obvious when you're running a game where new characters start at level 1. <br />Sure, I know that in exponential exp terms a character catches up quick, but lower levels are my vibe!</p><p>The "normal" way to cycle to the next character is for your current one to die, but that's extra hard when the character is at a beefy high level and relatively safe.<br /></p><p>And so, Mentors.<br />The classic retired adventurer trope, except it's your old character and they can retire to a happy life of an innkeeper, mountaintop dojo sensei, tower wizard, spooky mansion full of weird shit owner, or whatever else they'd want to do once their adventuring days are over.<br />Most importantly, future characters get a special bonus because they've been trained by the old (or not that old) master, and the ability to multi-class.<br /><br /><br />(<a href="https://retiredadventurer.blogspot.com/">Shoutout</a> to the Retired Adventurer)</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh41sI8BuizWNcNVSFGCOU0zAnsYkFfxxXApzQEmnJTAsebjzaJByP2NHWGi2kSFwEfvDAfRsr2PwOhBwJZXCqxXcqbwLjLHsDl5LRIIm-IPAvP2pV-UGQa6ASDVZS7uHUZ6g6Yzzo6xR9e/s1170/miyagi.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="658" data-original-width="1170" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh41sI8BuizWNcNVSFGCOU0zAnsYkFfxxXApzQEmnJTAsebjzaJByP2NHWGi2kSFwEfvDAfRsr2PwOhBwJZXCqxXcqbwLjLHsDl5LRIIm-IPAvP2pV-UGQa6ASDVZS7uHUZ6g6Yzzo6xR9e/w400-h225/miyagi.jpg" width="400" /></a></div><br /><p><br /></p><h1 style="text-align: left;">Mentors</h1><div>When you reach Level 6 you can retire to become a Mentor.</div><div><br /></div><div>Mentors give a starting boost to new characters and grant them the ability to multi-class into the Mentor's class in classic D&D style.<br /><br /></div><div>Starting Mentor bonuses are picked from the class-based list below, plus an extra character-based one you work out with the DM.<br />Multi-classing is fairly straightforward for now. Fucked if I know what happens when a multi-classed character retires to become a Mentor. A worry for another time, perhaps!</div><p>Naturally there are roleplaying impacts from playing a character with a Mentor. "Ah yes, I knew your mother well" or "curse you scion of POWERLAD!" or "but Lorn au Arcos swore never to train another swordsman!".<br />That's up to you though.</p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img border="0" data-original-height="450" data-original-width="800" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjiufMYewnCyk3aqmX7An3HYKhPR0Djtf9t3Fgx204Le2oc-I0QeZTbEfZ1bF7uJwPsdwao2BcNSrXuif18fB9StDVac71Tq3U0plRETUHWWJWAltZEJiU3Vo3WhXCOJQKIfJFH2VY8cSK/w400-h225/well.jpg" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr><tr><td class="tr-caption" style="text-align: center;">When the newbie asks you if you know their mentor</td></tr></tbody></table><p><br /><br /></p><h1 style="text-align: left;">Starting Mentor Bonuses</h1><div>When you retire your character to become a Mentor, new characters can have trained under you to gain a starting bonus.<br />They can pick one of the standard class bonuses below, or the special character bonus you work out with your DM.<br /><br /><br /></div><h3 style="text-align: left;"><b>Standard Class Bonus:</b></h3><div><b>Fighter:</b></div><div>- Gain +1 to base attack bonus.<br />- Gain the <a href="https://docs.google.com/document/d/1S5fnOXPjFRs3PxF4veUuwcQYAwWl_QP7-aRUxuL3J3w/edit?usp=sharing">Weapon Mastery</a> class bonus: Fighter powers based on your weapon.<br />- When you kill a creature, get a free Cleave attack against another creature nearby.</div><div><br /></div><div><b>Magic-User:</b></div><div>- Gain +1 Mana.<br />- Choose a spell the Mentor knows. You can cast this once per day.<br /></div><div>- You have your Mentor's Familiar. It can't cast spells unless you can, but otherwise acts as a Magic-User's Familiar. If you die, it returns to your Mentor. </div><div><b><br /></b></div><div><b>Specialist:</b></div><div>- +2 Skill Points.<br />- Instead of getting skill points at char gen, choose a skill your Mentor has maxed out and max it out yourself.<br />- Gain the Sharp Eye class bonus: no random targets when you fire into melee.<br /><br /></div><div><b>Cleric:</b></div><div>- Count as +1 level for Faith rolls.<br />- Choose a Miracle your Mentor has access to. You can call forth this Miracle once per day.</div><div>- Gain the Lead Prayer class bonus: Sermons always succeed.</div><div><b><br /></b></div><div><b>Barbarian:</b></div><div>- Gain one of your Mentor's Barbarian abilities.<br />- When you're at 0HP, gain +1 attack.<br />- Gain +4 AC when you're not wearing armour and you always count as protected against extreme weather.</div><div><br /></div><div><b>Necromancer:</b></div><div>- Gain +1 Mana<br />- Choose a spell the Mentor knows. You can cast this once per day.</div><div>- You can raise a single skeleton, zombie, or skin kite given 10 minutes and a Last Breath. Max 1 at a time.</div><div><br /></div><div><b>Muscle Wizard:</b></div><div><b>- </b>Gain +1 Mana.<br />- Choose a spell the Mentor knows. You can instantly punch-cast this once per day.<br />- Your fists deal 1d4 damage and count as Shanky weapons. If you can cast spells, you can cast them via a punch attack.</div><div><b><br /></b></div><div><b>Dwarf:</b></div><div>- +1 HD of HP at first level.<br />- Choose a first level Lorebond your Mentor has unlocked. You have that ability and drawback.<br />- You always succeed at Arcana checks to bond to a new Glyph.</div><div><b><br /></b></div><div><b>Elf:</b></div><div>- Gain +1 Mana.<br />- You can cast your Mentor's Heartspell once per day. Until you cast it, you have their tier 1 Elf ability and mutation.<br />- Once per day, at will, you can release a Chaos Burst.</div><div><br /></div><div><b>Goblin:</b></div><div><b>-</b> +1 Dexterity<br />- +2 to Stealth while in dungeon or urban environments.<br />- Gain a Goblin Minion. It follows your orders to the letter but not the spirit, and if killed it always falls down something and will show up a week later like nothing happened.</div><div><br /></div><div><b>Halfling:</b></div><div><b>- </b>+1 Charisma</div><div>- +2 to Stealth while in outdoor or wilderness environments.<br />- Once per day, you can give someone an order that they will unwittingly follow for the next 5 seconds at least. If they wouldn't want to do it, they'll stop after the 5 seconds and be all "wait a second".</div><div><b><br /></b></div><div><b>Inheritor:</b></div><div>- Gain +1 Meat Point.<br />- Choose a Mutation your Mentor has. You can use this once per day. Until you do, you have the associated passive ability.<br />- You can eat any dead creature smaller than you like a Ration, healing 1d6 HP over ten minutes of horrifying digestion.</div><div><b><br /></b></div><div><b>Ratman:</b></div><div>- You gain a 1d6 damage Bite attack.<br />- You have a rat friend who thinks you're cool and can talk to you. You can't speak to other rats, but your rat can always liaise on your behalf.</div><div>- Once per day, you can summon a swarm of 10 rats that swarms over you and tanks damage. Each point of damage you receive kills a rat.</div><div><b><br /></b></div><div><b>Extras:</b></div><div>- Choose a Named Character from your Mentor mob. They're your sidekick now. If they would die, you can drop to 0HP to save them but it must be in a dramatic fashion.<br />- Once per day, take a second action on your turn.</div><div>- Once per session, when you are dropped to 0HP, stay on 0HP because the bulk of the damage was taken by your stunt double</div><p><br /></p><h3 style="text-align: left;">Special Character Bonus:</h3><div><div>Character bonuses should be be cool unique stuff, as unique as your character was!<br /><br />You retire as a weird unique class, so a new character can start as that weird unique class.<br />You retire to be a father for your new swarm of giant spider-teens, so a new character can have spider-teen henchmen.<br /></div><div>You retire with a fantasy fast food empire, so a new character gets free meals for the party from any of their outlets.</div><div>You retire after becoming a vast blooming flesh-Yggdrasil, so a new character can start with mutant superpowers.</div><div><br /></div><div>All completely normal examples of things that happen in games.</div></div><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgspVI7TkRgPT9qthXVbDZfpiuMvoOFXqX9Y_5FV2KQPrsuXnoLkHJ1J1JbNSDlvov8kGBO2yrX8xkOLS0DHabbQj6An4DEdzCmepN_EXM8fKEqFSVas03bo8lU0NfQfSEQAsbRZktbIrcv/s680/think.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="383" data-original-width="680" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgspVI7TkRgPT9qthXVbDZfpiuMvoOFXqX9Y_5FV2KQPrsuXnoLkHJ1J1JbNSDlvov8kGBO2yrX8xkOLS0DHabbQj6An4DEdzCmepN_EXM8fKEqFSVas03bo8lU0NfQfSEQAsbRZktbIrcv/w400-h225/think.jpg" width="400" /></a></div><p><br /></p><h1 style="text-align: left;">Multi-Classing</h1><div><br /></div><div>Multi-Classing is simple and probably works how you would expect. This may change if it turns out it fucks up even the fairly loose balance between classes we currently have.</div><div><br />The upside is you get to be a fun admixture of two different classes. Especially weird if you mix race-classes. Idk how that works in fiction, that's on you.</div><div>The downside is that the multi-class side is a weaker version of what you'd normally get if you mainlined a class.</div><div><br /></div><div>I'll call the Mentor's class your Off-Class, to show that it's kind of askance to your main class.</div><div><br />Generally:<br />- Upside: Gives you the cool thing that the Off-Class gets on level.<br />- Downside: Off-Class Hit Die reduced one size.<br />- Implicit downside: You don't get stuff that the Off-Class would have started with.</div><div><br /></div><div>Also you might notice that mixing casters is a bit of a shit deal. This is on purpose! <br />I didn't want to get into a whole thing with how different <a href="https://tenfootpolemic.blogspot.com/2020/02/wizard-rework-finale-death-of-spell.html">Mana pools</a> interact or blend or whatever, so off-class casters just get an extra once/day spell.<br /></div><div><br /></div><div><br /></div><div>So here goes -</div><div><br /></div><div><b>Fighter:</b><br />+1d6 HP</div><div>+1 to base attack bonus<br /><br /><div><b>Magic-User:</b></div><div>+1d2 HP<br />+Gain a spell your Mentor knows. You can cast this once per day.</div><div><b><br /></b></div><div><b>Specialist:</b></div><div>+ 1d4 HP<br />+2 Skill Points.<br /><br /></div><div><b>Cleric:</b></div><div>+1d4 HP<br />+1d6 Lay on Hands. (Roll 1d6 per Cleric level at dawn. This is your Healing Pool. As an Action, you can Lay on Hands to heal someone from your Healing Pool)</div><div><b><br /></b></div><div><b>Barbarian:</b></div><div>+1d6 HP<br />+Gain one of your Mentor's Barbarian abilities.</div><div><br /></div><div><b>Necromancer:</b></div><div>+1d2 HP<br />+Gain a spell your Mentor knows. You can cast this once per day.</div><div><br /></div><div><b>Muscle Wizard:</b></div><div>+1d2 HP<br />+Gain a spell your Mentor knows. You can punch-cast this once per day.<br /></div><div><b><br /></b></div><div><b>Dwarf:</b></div><div>+ 1d8 HP<br />+ Unlock or advance a Lorebond your Mentor has unlocked. You gain the ability and drawback.</div><div><b><br /></b></div><div><b>Elf:</b></div><div>+1d4 HP<br />+You can cast your Mentor's Heartspell once per day. Until you cast it, you have their tier 1 Elf ability and mutation. This stacks - more uncast heartspells mean you get more of their mutations and abilities.</div><div><br /></div><div><b>Goblin:</b></div><div>+1d4 HP<br />+1 Goblin Buddy who loves you. If killed, they somehow respawn next time you sleep outdoors.</div><div><br /></div><div><b>Halfling:</b></div><div>+1d4 HP</div><div>+1 to Domination rolls. If you couldn't before, you can now! Please note that if you're not a true Halfling, your mind-slave will always break out of your control if you are vulnerable and/or unconscious and/or forgot to mention them until halfway into the session.</div><div><b><br /></b></div><div><b>Inheritor:</b></div><div>+1d4 HP<br />+ Choose a Mutation your Mentor has. You can use this once per day. Until you do, you have the associated passive ability.</div><div><b><br /></b></div><div><b>Ratman:</b></div><div>+ 1d4 HP<br />+ You can summon 1 rat per Ratman level squared. You can speak to them and your rats act as a Ratman's rats.</div><div><b><br /></b></div><div><b>Extras:</b><br />+1d10 HP<br />+Gain an Extra who can do one extra thing on your turn. If they die, they are killed off-screen and return somehow the next time you take Downtime.</div></div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDM-T1itq4R9_XptVAnJuCqNO0fcHV3qKAOFl_YPcDG5HhtiRd2HWmw6T4g6HCelUvMlrYdzjZAb8RT08DhUiLq8QBYqobg6cgWyHGdJZEJIwnAGGiH0qJgMb4Q8kHLbnN4NF2FP-TD_A7/s1280/all-might-1211422-1280x0.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="721" data-original-width="1280" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDM-T1itq4R9_XptVAnJuCqNO0fcHV3qKAOFl_YPcDG5HhtiRd2HWmw6T4g6HCelUvMlrYdzjZAb8RT08DhUiLq8QBYqobg6cgWyHGdJZEJIwnAGGiH0qJgMb4Q8kHLbnN4NF2FP-TD_A7/w400-h225/all-might-1211422-1280x0.jpeg" width="400" /></a></div><div><br /></div><div><br /></div><h1 style="text-align: left;">One Last Job</h1><div>This is the classic, right? <br />Retired hero gets brought back in by the old gang for a final heist or maybe someone kills their dog.<br />Or the other classic, your mentor dies saving you from some deadly foe or tragic self-made mistake.</div><p>I was thiiiiis close to mechanising it (by which I mean, I wrote and rewrote a bunch of shit) before I realised that it was a dead end.<br /></p><p>Instead I simply suggest that in moments of great narrative resonance, when the stars and tropes align into a powerful force of myth and portent, that Mentors may be used to perform great metanarrative acts.</p><p>My original drafts had phrases like "once per Mentor" and "if you reach 0HP" and "afterwards they cannot be used as a Mentor" in there, along with a perfunctory table of Mentor tropes, but I don't think that's necessary.<br />If you've got a Mentor, you've got a license to fuck with the DM by bringing back an old character to enact a classic genre trope. Everything else is up to you!</p><p><br /></p>James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com2tag:blogger.com,1999:blog-4436797024696330837.post-56257346655758206352020-04-30T07:33:00.001-07:002020-04-30T23:46:12.857-07:00Flashpoints - PCs in Mass CombatSecret Jackalope is like Secret Santicorn but for Easter!<br />
Which I clearly missed, but I did it in the end!<br />
So here is my somewhat belated Jackalope gift for Mr. Florent "killerklown" Didier of <a href="http://d.r.e.a.d./">D.R.E.A.D.</a> who requested:<br />
<br />
<i>"A simple way to make character actions in mass combat meaningful yet dangerous and not omnipotent"</i><br />
<i><br /></i>
<br />
I already did this in my <a href="https://tenfootpolemic.blogspot.com/2019/03/titan-scale-mass-combat.html">Titan-Scale Mass Combat rules</a>, but just linking back to that feels like cheating!<br />
So instead I'm just going to adapt it to something more human-scale, such that PCs will be able to affect the outcome on the battlefield rather than just commanding from above.<br />
<br />
<div>
So the main thing is that the PCs need a goal that isn't just "roll attacks against enemy soldiers".</div>
<div>
If they're just in the rank-and-file they have no agency and no real means to affect the battle - they're just another soldier, even if they're like ten times better at killing than a regular soldier.</div>
<div>
<br /></div>
<div>
More importantly they need several possible goals so they have agency.<br />
Flashpoints are these goals - points where the PCs can influence the course of the battle.</div>
<div>
<br /></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br />
<h2>
Scenario-Building</h2>
<div>
Every good scenario has an outcome that is essentially "what happens if the PCs don't intervene?"<br />
Set that now.</div>
<div>
<br />
A good idea is to just grab a famous battle from wikipedia and use that!<br />
Good for "realism", good for one of your players picking it up and going "oh sick I know exactly what went wrong in the Battle of Cannae!" and feeling cool for using their historical meta-knowledge.</div>
<div>
<br /></div>
<div>
This is also good for working out the terrain and the power imbalance between the two sides, less work for you is always good right?</div>
<div>
<br /></div>
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<div>
<br /></div>
<h2>
Rules Overview</h2>
<div>
Battles are fought by <b>Units</b>, representing formations of troops.</div>
<div>
Battles take place on a hex grid <b>Battlefield.</b><br />
The PCs can influence the battle by going to <b>Flashpoints</b>, places which could tip the balance of the battle in their favour.</div>
<div>
<br /></div>
<div>
<br /></div>
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<div>
<br /></div>
<div>
<h2>
Units</h2>
<div>
Armies are made up of individual Units, each representing a single formation of troops.<br />
They have two stats - Speed and Power, and perhaps some extra bullshit special abilities.</div>
<div>
<br /></div>
<div>
<b>Speed:</b><br />
<div>
Slow Units (eg. zombies) move 1 Hex per Turn.</div>
<div>
Standard Units (eg. human armies) travel at 2 Hexes per Turn.</div>
<div>
Fast Units (eg. winged dragon-cultists) can move 3 Hexes per Turn.</div>
</div>
<div>
<br /></div>
<div>
<b>Power:</b><br />
<div>
A Units's Power dictates the die they roll in combat. It's 1dX, where X is their Power.</div>
<div>
eg. a Unit with Power 10 rolls 1d10 for combat, a Unit with Power 6 rolls 1d6.</div>
</div>
<div>
<br /></div>
<div>
<b>Combat:</b></div>
<div>
<div>
Each side rolls their combat die.</div>
<div>
The Loser loses 2 Power, dropping down a die size.</div>
<div>
The Loser may move a hex, if able.</div>
</div>
<div>
<br /></div>
<div>
<b>Killing a Unit:</b><br />
<div>
If a Unit is at 4 power (ie. uses a base d4 for combat) and loses a combat, they are destroyed.</div>
<div>
Survivors may flee, if possible, as a useless noncombatant unit.</div>
</div>
<div>
<br /></div>
<div>
<b>Bullshit Special Abilities:</b><br />
These are some extra bits to differentiate units and make them a bit more characterful.<br />
Some possibilities:<br />
<i>Charge: </i>Move an extra hex when you move in a straight line.<br />
<i>Riverwalk:</i> Can cross water without a bridge.<br />
<i>Overrun:</i> When you destroy another unit, move into their vacated hex.<br />
<i>Ranged:</i><b style="font-style: italic;"> </b>This unit can attack from 2 hexes away, but has -2 Power in normal melee combat. If they lose in a ranged combat against a non-ranged foe, they take no damage.</div>
<br /></div>
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<div>
<br /></div>
<h2>
The Battlefield</h2>
<div>
<b>Distance</b></div>
<div>
The Battlefield is a hex grid. Each hex is as big as you need it to be.</div>
<div>
<br /></div>
<div>
<b>Timescale</b><br />
Each Turn is anywhere between 10 minutes and an hour - time is flexible in the midst of combat.</div>
<div>
<br /></div>
<div>
<b>Terrain</b><br />
Add some terrain to spice up the battlefield. Some possibilities:<br />
<i>Elevation: </i>Units with the high ground gain +2 Power.<br />
<i>Slow Terrain:</i> Units that move into this terrain end their movement.<br />
<i>River:</i> Impassable to normal troops.</div>
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<div>
<br /></div>
<div>
<h2>
Flashpoints</h2>
<div>
Flashpoints are places where a small and dedicated group of 2-8 characters of appropriate level might make an impact.</div>
<div>
Think of Aragorn and Gimli defending the gates from the battering ram at Helm's Deep, or what would have happened if Legolas had actually taken down that one guy with the torch before he could light the bombs under the walls.</div>
<div>
<br /></div>
<div>
Whenever two enemy Units engage in combat, a random Flashpoint occurs.<br />
PCs that arrive in time can enter the Flashpoint - essentially a short combat scenario that affects the course of the combat.</div>
<div>
<br /></div>
<div>
The PCs success or failure decides the outcome of the combat.<br />
<i>Success:</i> Your allied Unit wins.<br />
<i>Failure:</i> Your allied Unit loses.</div>
<div>
<br /></div>
<div>
These can basically be any cool combat battle scenario you can think of and you'll need to stat them up appropriately, but here's a d10 table to start you off!</div>
<div>
<br /></div>
<div>
<i>Roll 1d10:</i><br />
<br />
<b>1. Enemy Champion</b><br />
A very strong foe is here! A big monster, a powerful enemy hero, or some other terrifying singular threat! Defeat the Champion and your side is assured of victory!</div>
<div>
<br /></div>
<div>
<b>2. Defend the Breach</b></div>
<div>
A hole has opened up in the ranks and/or fortifications, and enemy troops are surging through! Hold the line for several rounds until reinforcements arrive, your troops recover, or the fortification can be shored up.<br />
<br /></div>
<div>
<b>3. Enemy Leader</b><br />
A particularly important enemy commander is here, and their tactical acumen will lead to the inevitable victory of the enemy forces if they're not stopped!<br />
Fight, sneak or otherwise reach the leader in a few rounds and either kill them or force them to flee.</div>
<div>
<br /></div>
<div>
<b>4. Morale Shaken</b><br />
The pressure of combat, the death of a beloved soldier, or some other calamity has shaken the faith of the troops! Fight at their side and encourage them with inspirational deeds and words, stirring their souls and raising their morale to fight back against their foes!</div>
<div>
<br /></div>
<div>
<b>5. Unexpected Tactics</b><br />
Something completely unanticipated has happened! Outriders are attacking the flanks, or some fell magicks have turned the soil to mud, or a feigned retreat has left the unit surrounded by once-hidden foes! Help your Unit recover the initiative and turn the tides back in your favour!</div>
<div>
<br /></div>
<div>
<b>6. Push the Advantage</b><br />
A hole has opened up in the enemy formation, an opportunity to break through if only someone could seize it! Lead the charge and break the morale of your foes!</div>
<div>
<br /></div>
<div>
<b>7. Capture the Standard</b><br />
The enemy is holding some prideful totem that gives their forces strength and power! Capture their prized standard, powerful magical totem, or whatever it is that will make them abased and demoralised if it is seized!<br />
<br />
<b>8. Mark a Target</b><br />
Some sort of destructive ranged attack, be it massed bowmen or artillery or arch-wizard, is ready to fire on a tactically important place but they need someone to mark the target before they can do so!<br />
Somehow get to the target location and plant the smoke canister, arrow-attractor, or magical ley-stone in position so they can blow it to hell!<br />
<br />
<b>9. Recon Mission</b><br />
If only your troops knew what was ahead they could assure themselves victory! Whether it's an ambush, a trap, or simply knowing what the enemy they're facing has to fight back with, there's something ahead that would be easily overcome with prior knowledge.<br />
You have limited time to go forth, find out the necessary knowledge, and survive to return and inform your troops of what lies ahead!</div>
<div>
<br /></div>
<div>
<b>10. Elite Guard</b><br />
The elite forces of the enemy are ahead - bloody-minded veterans, empowered uruk-hai, or some other force much more powerful than their regular rank-and-file is arrayed before you.<br />
Support your troops in the fight ahead against a multitude of powerful foes!</div>
<div>
<br /></div>
<div>
<br /></div>
<br />
The exact make-up of these different Flashpoints is down to the individual scenario.<br />
If the enemy is other humans, an Enemy Champion result might be a particularly powerful warrior with a massive sword.<br />
If they're undead it might be a massive zombie abomination that crushes all before it.<br />
If they're mushroom men perhaps it's a rolling spore monster that chokes your soldiers so that the shroom rank-and-file can finish them off.<br />
<br />
<br />
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<br />
<br /></div>
<h2>
Turn Order</h2>
<div>
Each Turn goes like this:</div>
<div>
<ol>
<li>Unit Movement</li>
<li>Create Flashpoints</li>
<li>PC Movement</li>
<li>Flashpoints!</li>
<li>Resolve Combat</li>
</ol>
</div>
<br />
<b>1. Movement</b><br />
Units move in whatever order you want up to their speed.<br />
<br />
<b>2. Create Flashpoints</b><br />
If two opposing units are in adjacent hexes, a Flashpoint occurs!<br />
<br />
<b>3. PC Movement</b><br />
PCs move in whatever order they want.<br />
Since they don't have to march in formation, PCs are faster than regular Units.<br />
<i>Mounted:</i> 4 hexes.<br />
<i>Lightly Encumbered:</i> 3 hexes<br />
<i>Encumbered:</i> 2 hexes<br />
<i>Morbidly Encumbered:</i> 1 hex<br />
<br />
<b>4. Flashpoints!</b><br />
If one or more PCs has moved to a Flashpoint, they see what the scenario is!<br />
If they choose to engage, they join the Flashpoint scenario.<br />
<br />
<b>5. Unit Combat</b><br />
If the PCs succeeded at a Flashpoint, their Unit wins!<br />
If the PCs failed at a Flashpoint, their Unit fails.<br />
Otherwise, roll for the outcome as above.<br />
<br />
<br />
<br />
<h2>
Some Example Units</h2>
<div>
<i>Pikemen</i><br />
Power 6. Speed 2.<br />
- <i>Pike Square: </i>Bonus +2 Power vs Cavalry<br />
<br />
<i>Cavalry</i></div>
<div>
Power 6. Speed 3.<br />
- <i>Charge:</i> Bonus +1 Speed moving in a straight line.<br />
<br />
<i>Archers</i><br />
Power 6. Speed 2.<br />
- <i>Ranged:</i> This unit can attack from 2 hexes away, but has -2 Power in normal melee combat. If they lose in a ranged combat against a non-ranged foe, they take no damage.</div>
<div>
<br /></div>
<div>
<i>Skeletons</i><br />
Power 6. Speed 2.</div>
<div>
<i>- Raise Dead: </i>Permanently gain +2 Power when they defeat a Unit with bones.</div>
<div>
<br /></div>
<div>
<i>Dryads</i><br />
Power 8. Speed 2.<br />
<i>- Treestride:</i> This unit is not slowed by forests.</div>
<div>
<br /></div>
<div>
<i>Dragon</i><br />
Power 10. Speed 3.<br />
- <i>Flying:</i> This unit is not blocked by impassable terrain.<br />
- <i>Devastate:</i> If this unit wins a combat, the enemy unit loses 4 Power instead of 2.</div>
<div>
<br /></div>
<div>
<i><br /></i></div>
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<i><br /></i></div>
<div>
<i><br /></i></div>
<div>
<i><br /></i></div>
<div>
Hopefully that's good enough! If you want to add monstrous unkillable titans that are threatened by nothing other than each other, check out the <a href="https://tenfootpolemic.blogspot.com/2019/03/titan-scale-mass-combat.html">original post</a>!</div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com9tag:blogger.com,1999:blog-4436797024696330837.post-29398086095916319842020-03-29T08:44:00.001-07:002020-03-29T08:44:34.259-07:00Harder/Better/Faster/Stronger - A Crafting SystemOne of my players has been getting big into the idea of being some sort of Mad Scientist specialist, which naturally necessitates a bullshit crafting system!<br />
<br />
Did I phrase everything like this to shoehorn a reference to a two decade old Daft Punk song into a crafting system?<br />
... Perhaps.<br />
<br />
<br />
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<br />
<h2>
The Central Gimmick</h2>
<div>
When you upgrade an object or device, you can choose to upgrade any one of these four essential aspects:</div>
<div>
<ul>
<li><b>Harder:</b><br />Make it sturdier, tougher, more resistant to harm. <br />A bit like improving its Constitution.</li>
<li><b>Better:</b><br />Make it multi-use, prettier, or otherwise upgrade it in a way oblique to its usual purpose. <br />A bit like improving its Int/Cha/Wis.</li>
<li><b>Faster:</b><br />Make it easier to use, faster to deploy, or quicker to recover. <br />A bit like improving its Dexterity.</li>
<li><b>Stronger:</b><br />Make it more powerful, more effective, better at its primary task.<br />A bit like improving its Strength.</li>
</ul>
</div>
<div>
<br /></div>
<div>
But nothing improves without sacrifice.</div>
<div>
When you upgrade one aspect, you must downgrade another.</div>
<div>
<br /></div>
<div>
Roll <a href="http://tenfootpolemic.blogspot.com/2017/01/dm-shit-how-i-use-skills.html">Tinkering</a>.<br />
On success, you choose the downgrade.<br />
On failure, the DM chooses.</div>
<div>
<br /></div>
<div>
The downgrades are the inverse of those above:</div>
<div>
<ul>
<li><b>Brittle:</b><br />It breaks easily, or gives less protection, or needs excessive care to maintain.</li>
<li><b>Worse:</b><br />It's uglier, less useful, more obvious, or otherwise less good in a way oblique to its primary purpose.</li>
<li><b>Slow:</b><br />It's unreliable, difficult to control, or requires laborious reloading.</li>
<li><b>Weak:</b><br />It's less powerful, less effective, and not as good at doing the main thing it should be able to do.</li>
</ul>
<div>
<br /></div>
</div>
<div>
Naturally the actual mechanical impact of these relatively vague categories is down to negotiation with the DM.<br />
<br />
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<h2>
Intent</h2>
<div>
This is primarily designed to allow some fun inventions and equipment upgrades without getting into the world of <a href="http://dungeonofsigns.blogspot.com/2014/01/1-sword-equivilents.html">+1 Swords</a> and other straight upgrades. I like it when things have upsides and downsides - not necessarily for any balance reasons, just because it's nice to have interesting choices.</div>
<div>
<br /></div>
<div>
Plus Tinkering is a fun skill that's not used so much beyond repairing gear, and once you've opened the door to weird and wacky inventions why stop?<br />
Plus if I'm leaning into this post-apoc thing, having scratch-built equipment that does funky stuff is very on-theme!</div>
<br />The aspects are quite loose and open to interpretation.<br />Harder, Faster and Stronger are supposed to be your fairly straightforward upgrades and downgrades.</div>
<div>
Sword does more damage (Stronger) but breaks easily (Brittle).<br />
Armour is more effective (Harder) but encumbers you more (Slow).<br />
Firearm loads swiftly (Faster) but doesn't pierce armour (Weak).<br />
<br />
The "fun" aka more ruling-heavy part is in the Better/Worse metric.<br />
An easy one would be like classic ceremonial armour that's super classy and impressive (Better) but easily damaged (Brittle).<br />
But how about adding a gun to a katar (Better) so you can shoot while you punch? Maybe the actual weapons are less effective (Weak) but who cares when you can punch bullets into people?<br />
Build an oil channel and spark into a sword to make it go on fire (Better) but at the cost of having to reload it with special oil between times (Slow). Go wild!<br />
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com4tag:blogger.com,1999:blog-4436797024696330837.post-36539194446905423692020-02-24T06:43:00.000-08:002020-02-25T00:09:06.887-08:00Wizard Rework Finale: The Death of Spell Levels + 500 Levelless SpellsLast year I <a href="https://tenfootpolemic.blogspot.com/2019/05/magic-user-rework-fuck-spell-slots-get.html">reworked wizards</a> so that they used Mana instead of spell slots.<br />
<br />
In that very post I said the following -<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;"><span style="background-color: white; color: #444444; font-size: 13px;">This is part of my soft move towards all spells becoming scaling Level 1 spells, a la </span><a href="https://www.drivethrurpg.com/product/145647/Wonder--Wickedness" style="background-color: white; color: #4d469c; font-size: 13px; text-decoration-line: none;">Wonders & Wickedness</a><span style="background-color: white; color: #444444; font-size: 13px;">. This way I can still use the regular spells in the book while any new spells can be introduced at Level 1.</span></span><br />
<span style="background-color: white; color: #444444; font-family: "calibri"; font-size: 13px;"><br /></span>
Time to make that soft move a HARD MOVE BABYYYYYY.<br />
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<br />
<h2>
A Whole Load of Spells</h2>
<br />
First off, here's my big list of 500 levelless spells (and counting!) culled from many sources.<br />
<br />
<br />
<span style="font-family: "trebuchet ms" , sans-serif; font-size: large;"><a href="https://docs.google.com/spreadsheets/d/1p0ymjjNIiPZixw6sV04miafQIZp0g0jwFJRxKWgHPNE/edit?usp=sharing">Ten Foot Polemic Spell List</a></span><br />
<br />
<br />
If you look at the sources you'll notice there's lots GLOG-adjacent stuff because translating "[dice]" to caster level is a pretty easy shift!<br />
I'm still adding stuff (next is to scavenge spells from individual GLOG wizards..) but biggest thanks to <a href="https://ruinsoffallenempires.blogspot.com/2019/12/secret-santicorn-2019-d66-short-utility.html">Isaak Hill</a>, <a href="https://coinsandscrolls.blogspot.com/2017/03/osr-100-orthodox-spells.html">Skerples</a>, <a href="https://www.drivethrurpg.com/product/145647/Wonder--Wickedness">Lost Pages</a>, and this <a href="https://imminentdemonengine.wordpress.com/">imminentchurchengine</a> person who posted <a href="https://docs.google.com/document/d/1OTVy-5Vm44xhRmFO4tKFCJto-_cw0xYtD8lNj8AsSJY/edit">a massive d200 spell list</a> on reddit.<br />
<br />
Spells are hash-marked because it's sometimes useful to be like "You find scroll #154" and then look up the hash later when they finally identify it.<br />
<br />
<br />
Quick rundown of what's in this sheet -<br />
<br />
<b>Generator:</b><br />
Generates random MU and Necromancer spells <i>and</i> random spell mishaps for each.<br />
<b><br />Magic-User:</b><br />
One big list of all the wizard spells I've got so far!<br />
<b><br />Magic-User Mishaps:</b><br />
Automated version of <a href="https://paimonssilvercity.blogspot.com/2017/08/auras-wild-magic-table.html">Aura's wild magic table</a>. Pulls through to the Generator tab, but useful if you need a specific table result.<br />
<b><br />Necromancer: </b>Big list of Necromancer spells. Currently fairly short, but more to come!<br />
<b><br />Spellbook Generator:</b> Generates 6 MU spellbooks and 6 Necromancer grimoires. <br />
The MU one is designed to give starting wizards mostly standard LotFP L1 starter spells with 1-2 fun ones from the whole list. Got to make sure new Wizards mostly get the classics!<br />
Necromancers get their archetypical spell Subjugate Dead and 3 random spells from the whole list. I might change that if the Necromancer spell list gets anywhere near as big as the MU one, but it's fine for now! Raising and controlling the Dead is the main one, after all.<br />
<br />
The layout is meant for copy-pasting into a doc for printing, which is why it looks a bit janky, and it doesn't update if you refresh the page, sorry!<br />
<br />
Wizard spells should spit out into this document if I've got it right - <a href="https://docs.google.com/document/d/18MMI4OVOwvTP1os1efTDJvswPZBFy09DwVtBSRZU_Wo/edit?usp=sharing">Beginner MU Spellbooks</a>.<br />
And Necromancer spells should come out here - <a href="https://docs.google.com/document/d/1vMM56nqeOPy9Rl6-QGXJOprPhaM3hwHZwNHsybFRL7Q/edit?usp=sharing">Beginner Necromancer Spellbooks</a>.<br />
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<br />
<h2>
Get on my Level</h2>
So - the obvious. All spells are now "Levelless", or effectively first level spells that scale with caster level.<br />
<div>
This means I can tighten up the spellcasting rules as follows:<br />
<br />
<b>Mana:</b> You have 1 Mana per level. This powers your spells.<br />
You can still cast spells when you’re out of Mana, it’s just significantly more dangerous.<br />
Your Mana Pool refills after 8 hours of rest.<br />
<br />
<b>Casting</b>: You have two ways of casting spells.<br />
<i>Bound:</i> Bind spells in advance. For those who plan ahead.<br />
<i>Wild:</i> Cast instantly and spontaneously. For those who live in the moment.<br />
<br />
<b>Spellbinding:</b> Spend 1 Mana and 10 minutes meditating with a spellbook to create a Bound Spell.<br />
It takes a round to cast a Bound Spell - declare casting as an Action, it goes off at the start of your next turn. If you get hurt mid-cast, Save vs Chaos. On success you maintain casting, on failure the spell goes off immediately as a Chaos Burst<br />
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<b>Wild Magic: </b>Roll 2d6 on this table plus:<br />
<br />
<i>Skill: </i>Your Intelligence modifier.<br />
<i>Bulk:</i> -1 per Encumbrance level<br />
<i>Mana:</i> For each Mana you spend, roll an extra 1d6.<br />
<i>Blood: </i>For each HP you sacrifice, add +1.<br />
<br />
Wild Magic is cast instantly as an Action.<br />
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<h2>
Caster Differentiation</h2>
</div>
<div>
I had a few ideas about caster differentiation on one of the <a href="https://tenfootpolemic.blogspot.com/2019/06/magic-user-rework-4-kinds-of.html">initial posts</a>, but I've had a couple of slight changes of heart since!<br />
Most significantly I'm making Necromancers have the same casting rules as others. This has necessitated separate spooky-themed Chaos Burst and Cosmic Horror tables, but that's part of the fun!<br />
A smaller change is to move back to Magic-Users having one Familiar. I liked the idea of a powerful wizard being surrounded by a cloud of animals and people being able to guess what they've got prepped, but having a single Familiar (or two, in <a href="https://tenfootprecis.blogspot.com/2018/01/session-164-what-happens-in-four.html">one notable case</a>) is pretty iconic in my game now.<br />
<br />
In short -<br />
<ul>
<li><b>Magic-Users</b> get a Familiar and the most flexibility.</li>
<li><b>Necromancers</b> get a separate spooky spell list and need bodily fluids and stuff to cast spells at full power.</li>
<li><b>Muscle Wizards</b> trade range for close-combat capability.</li>
<li><b>Elves</b> get themed superpowers but can only cast Wild Magic.</li>
</ul>
</div>
<div>
Each caster class also gets a unique Vengeance when they die, which I thought would be a fun way to make the chaotic casters inject even more chaos into a situation!<br />
<br />
Full player facing stuff is in the <a href="https://docs.google.com/document/d/1S5fnOXPjFRs3PxF4veUuwcQYAwWl_QP7-aRUxuL3J3w/edit?usp=sharing">Quick Class Breakdowns</a>, but here's the rundown using the casting rules above as the baseline.<br />
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<br />
<h3>
Magic-User</h3>
</div>
<div>
<b><br /></b>
<b>Starting Spells: </b><br />
Start with a Spellbook containing four random spells.</div>
<div>
<br /></div>
<div>
<b>Familiar:</b></div>
<div>
Choose a smallish animal to be your Familiar at character creation. Familiars obey orders, communicate telepathically, and cannot die. If ever somehow destroyed, your Familiar reforms next to you.<br />
Spells can be cast through your Familiar - counting it as the origin point of the spell.<br />
<br />
<b>Cantrips:</b><br />
When you bind a spell, you can bind it into your own head or into your Familiar.<br />
Spells bound in your head grant you access to Cantrips - minor magical effects on the general theme of the bound spell, eg. Sleep could make someone yawn or Magic Missile might give you a bonus to Aim actions.<br />
Spells bound to your Familiar grant it useful mutations. Shield might give it a tough shell or Spider-Climb could give it spider legs to climb up walls.<br />
These effects last until you cast the spell.<br />
<br />
<b>Wizard Vengeance:</b><br />
When you die your Familiar mutates into a horrifying demon and takes revenge.<br />
Unspent Mana gives it more power. Uncast Bound Spells give it more abilities.<br />
Roll it up with this generator: <a href="http://meanderingbanter.blogspot.com/2018/10/sakers-summon-hack.html">Saker's Summon Hack</a>.<br />
It's base HD is your level +1 for each unspent Mana you had.<br />
It can cast any remaining Bound Spells you had at-will.<br />
<br />
<br />
<br />
<b><i>Notes:</i></b><br />
<i>Moving to levelless spells really streamlines this class.<br />Familiars are the only change to <a href="http://tenfootpolemic.blogspot.com/2019/06/magic-user-rework-4-kinds-of.html">before</a> - back to a single creature.<br />Familiars are good for signal-boosting spells, delivering Touch or Area attacks at range, and mutating into useful forms for shenanigans.</i><br />
<i>Oh also I'm so glad I was linked to that Summon hack! Great stuff!</i><br />
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<br />
<h3>
Necromancer</h3>
<div>
<b><br /></b>
<b>Starting Spells:</b><br />
Start with a Grimoire containing Subjugate Dead and 3 random spells.</div>
<div>
<br /></div>
<div>
<b>Vials:</b><br />
Also start with a bandolier of glass vials. You fill these with the ritual components of your spells.<br />
The bandolier is non-encumbering, but when you fill a vial it is added to your inventory.<br />
You can stack up to 5 identical vials to an encumbrance slot.</div>
<div>
<br /></div>
<div>
<b>Components:</b><br />
You require vials of ritual components to cast spells at full power. The components are listed in the spell descriptions.<br />
Sacrifice the required components when you cast the spell, otherwise the spell is cast as though you're a level 1 caster.<br />
<br />
<b>Last Breath:</b><br />
The Dead will only obey those who speak with their voice, and so the most important ritual component is Last Breath - the final gasp of a sapient creature.<br />
Breathing this in grants you the Voice of the Dead - crucial for raising, subjugating and controlling your Dead minions. A single vial lasts 10 minutes, after which your minions will simply obey the last order they were given.</div>
<br />
<b>Death Resistance:</b><br />
Bound spells are ghosts that live in your bones and help hold your soul in.<br />
Each Bound Spell grants you +1 when you <a href="http://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">roll to Tempt Fate</a>.<br />
<br />
<b>Necromancer Vengeance:</b><br />
When you die you release a wave of death magic and vengeful ghosts.<br />
This deals 1d6 damage per unspent Mana and uncast Bound Spell to every living thing within 10'/level.<br />
<br />
<br />
<br />
<i><b>Notes:</b></i><br />
<i>Streamlining the Necromancer to be in line with other casters is good for newbies.<br />While in <a href="http://tenfootpolemic.blogspot.com/2019/06/magic-user-rework-4-kinds-of.html">the previous version</a> I envisaged the Necromancer as the mirror of an Elf - ie. can't do Wild Magic while an Elf can only do Wild Magic - it turns out every newbie finds "Necromancer" more evocative than "Magic-User"!</i><br />
<i><br /></i>
<i>They've still got a "prepare in advance" vibe through their need to have vials of stuff ready in their bandolier, but you'll notice this doesn't matter at Level 1.<br />It would suck to be a new player or new character starting in the middle of a dungeon and find out you're unable to cast your spells because you don't have any salt or eye jelly on hand!<br />The components are loosely themed - like salt is for warding spells and blood is for affecting living things. I'll be building up the <a href="https://docs.google.com/spreadsheets/d/1p0ymjjNIiPZixw6sV04miafQIZp0g0jwFJRxKWgHPNE/edit#gid=20907753">Necromancer spell list</a> over the next little while, so more to come!<br />Having a bandolier of stuff for Necromancy is, naturally, inspired by <a href="https://en.wikipedia.org/wiki/Abhorsen">Abhorsen</a>. Albeit those were bells not vials of phlegm and bone dust.</i><br />
<i><br /></i>
<i>The exception is Last Breath for their signature spell, as you'll see in the Subjugate Dead spell description in the <a href="https://docs.google.com/document/d/1vMM56nqeOPy9Rl6-QGXJOprPhaM3hwHZwNHsybFRL7Q/edit">starter grimoires</a>.<br />Last Breath is evocative and also pretty readily available in any delve - just do a murder!</i><br />
<i>I also dig the idea that intelligent Dead are powerful because they don't need Last Breath to control minions - they're already speaking with the Voice of the Dead.</i><br />
<i>The ten minute limit on Last Breath is so you can micromanage your minions in a combat situation, but outside of combat you'll need to put them on autopilot.</i><br />
<i><br /></i>
<i>Oh yea, and if you bind your spells in advance it makes it harder for you to die! Cool huh?<br />And then if you do <a href="http://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">die</a>, you pull every motherfucker in the room into hell with you.</i><br />
<i><br /></i>
<i>If you've got any rad Chaos Bursts or Cosmic Horrors for Necromancers, hit me up. I need more entries!</i><br />
<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKzr1xdGbC8yPenAKawzs4TuJikcRxb-F7yRp_pkyiNhj0AkOUEp65KTsphU8qElAIiJQUagdnhDPSJ30yWJ7yQ4rcXzRapjAY27aor8_M91NBiNAsdfrO_kDbnuck68koNf6_hhHBBWp1/s1600/ben+swolo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="637" data-original-width="540" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKzr1xdGbC8yPenAKawzs4TuJikcRxb-F7yRp_pkyiNhj0AkOUEp65KTsphU8qElAIiJQUagdnhDPSJ30yWJ7yQ4rcXzRapjAY27aor8_M91NBiNAsdfrO_kDbnuck68koNf6_hhHBBWp1/s320/ben+swolo.jpg" width="271" /></a></div>
<br />
<h3>
Muscle Wizard</h3>
<div>
<b><br /></b>
<b>Starting Spells:</b></div>
Start with a Spellbook containing 4 random spells.<br />
<br />
<b>Muscle Magic:</b><br />
Your fists deal 1d4 magical damage and count as Shanky weapons.<br />
All spells have a maximum range of 10' - punching distance - and casting your spells <i>must</i> be combined with an unarmed attack.<br />
You choose whether a spell you cast affects you, your target, or both.<br />
<br />
<b>Core Power:</b><br />
Mana suffuses your core, increasing your resilience.<br />
You gain +2 HP for each unspent Mana in your Mana Pool.<br />
<br />
<b>Bound Strength:</b><br />
Binding spells moves them into your muscles to grant yourself physical power.<br />
Each Bound Spell grants your unarmed attacks +1 to hit and +1 to damage.<br />
<br />
<b>Final Impact:</b><br />
When you die you can flash-step to somewhere in the scene, utter a final line, and unleash your ultimate move.<br />
Deal 1d6 damage per unspent Mana and uncast Bound Spell to a creature in the vicinity.<br />
<br />
<br />
<b><i>Notes:</i></b><br />
<i>I still laugh at that ridiculous Wide Kylo Ren meme. Anyway...</i><br />
<i>No big changes to the previous version, except they've got to choose between +HP and +attack with their Mana.<br />Do you keep it in Mana form so you're tough? Or turn it into Bound Spells so you're buff?<br />Remember - there's no penalty to casting Bound Spells in armour, so you can mitigate the HP tradeoff with better AC.</i><br />
<i><br /></i>
<i>Affecting yourself and someone else with a single spell is very intended. Being able to go two-for-one on a buff spell at the cost of punching your mate in the face makes me laugh.</i><br />
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<h3>
Elf</h3>
<div>
<b><br /></b>
<b>Heartspell:</b><br />
Elves start with a single random spell from <a href="http://tenfootpolemic.blogspot.com/2013/04/fallen-elves-for-lotfp.html">this list</a>. This is their Heartspell.<br />
It defines what powers they will receive and the monster they will become.<br />
<br />
<b>Wild Mage:</b><br />
Elves cannot Bind spells.<br />
They can cast their Heartspell instantly as an Action. Other spells require a Wild Magic roll to twist their Heartspell into a new shape.</div>
<div>
<br /></div>
<div>
<b>Changeling:</b><br />
The more Mana an Elf has, the more powers and mutations they manifest.<br />
Mutations and powers can be found here - <a href="https://docs.google.com/document/d/16u0sFNxsOoSJ3-p3baDbvdl6uIbbdlrSh58P9AMm-Xw/edit?usp=sharing">Elf Mutation List</a>.<br />
These power tiers are based on Mana, not character level, so they lose their gifts as they use up Mana.<br />
If an Elf runs out of Mana they can no longer cast spells - they are human once more.</div>
<div>
<br /></div>
<div>
<b>Moondancer:</b><br />
Elves do not sleep, but they do disappear for hours at night to dance beneath the moon.<br />
They are gone for an hour per level at some point during the night. When they return, their Mana is back to full.<br />
Their powers wax as the moon wanes.<br />
They get +1 Mana during a Crescent Moon, and double Mana during the New Moon.<br />
They get -1 Mana during a Gibbous Moon, and half Mana during a Full Moon.</div>
<div>
<br /></div>
<div>
<b>Cold Iron:</b><br />
Cold iron weapons deal maximum damage to Elves.<br />
Cold iron is simply iron that is cold - not a special type of metal.<br />
Sustained contact with cold iron locks the Elf off from their powers, reverting them to human form until the cold iron is removed.</div>
<div>
<br /></div>
<div>
<b>Wild Vengeance:</b><br />
When an Elf dies it releases a Chaos Burst of its Heartspell per unspent Mana, each randomly targeted at any creature within 50'.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<i><b>Notes: </b></i><i>No big changes here, other than to give them their own special Vengeance thing.<br />That'll be great fun if my players face enemy Elves...</i></div>
<div>
<i>There's another minor difference to other casters - Elves technically can run out of spells! If you want to cast that dangerous 2d6 Wild Magic you'll need to keep a Mana back so you stay an Elf rather than some measly human.</i></div>
<div>
<br /></div>
<div>
<i><br /></i></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnRLTwvC5oiBNlhLdYP2byBN852BvwLVawEPr5L0I5UiSeDuvEtc_hhvnwKVaw0-GjGguO6eBSTlcBq1L0a3yC_EmOG2g5pSwUI5EM5njOp4HzBGokdNwnuGERKbhQVZRwxBHWTAzywWnx/s1600/wizard6.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="720" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnRLTwvC5oiBNlhLdYP2byBN852BvwLVawEPr5L0I5UiSeDuvEtc_hhvnwKVaw0-GjGguO6eBSTlcBq1L0a3yC_EmOG2g5pSwUI5EM5njOp4HzBGokdNwnuGERKbhQVZRwxBHWTAzywWnx/s320/wizard6.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">original muscle wizard pic before I remembered about Ben Swolo</td></tr>
</tbody></table>
<br />
<h2>
Finale Worde</h2>
<div>
So there you have it! What I always kind of wanted to do with the caster classes but was too lazy to follow through with!<br />
Big big thanks to <a href="https://diceblade.blogspot.com/">KingPenta</a> who was the main person to nudge me into de-levelling the lotfp spells, and another big thanks to the GLOGosphere who I will continue to mine for levelless spells.<br />
Turns out I find it kind of relaxing to translate content into my game's own idiom? I figure I'll just keep building it up over time.</div>
<div>
<br /></div>
<div>
Part of the fun is going to be adding my players' spells to the list over time as they <a href="https://tenfootpolemic.blogspot.com/2019/09/making-magic-redux.html">research them</a>, and in fact there are already a few in there from Sophia's <a href="https://tenfootprecis.blogspot.com/search/label/Sophia">brief but shining run as an Elf</a>.</div>
<div>
<br /></div>
<div>
Conveniently enough one of my players has rolled up a Necromancer and another <a href="https://tenfootprecis.blogspot.com/search/label/Jeremy%20Wizard">just rolled up a Wizard</a> after his previous character united with his god and ascended ever so slowly to heaven, so I'll actually be able to see how they go in play!</div>
</div>
<div>
<br /></div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com7tag:blogger.com,1999:blog-4436797024696330837.post-88442418685758804572020-02-07T03:55:00.000-08:002020-02-07T03:55:11.554-08:00Secret Santicorn 2019: The BreakdownThis post is just a link to DIY & Dragons who has organised aaaaall the Secret Santicorn stuff we did in the Discord at the end of last year!<br />
<br />
<span style="font-size: large;"><a href="https://diyanddragons.blogspot.com/2020/02/secret-santicorn-2019.html">Secret Santicorn 2019</a></span><br />
<br />
There's some really great content in there, I think making stuff for other people really makes people put in all the effort!<br />Big shout out to what is obviously the best one, <a href="http://meanderingbanter.blogspot.com/2019/12/santicorn-2019-creatures-amidst-ash.html">the one Spwack made for me</a>!<br />
<br />
<br />
Feels weird to have such a short post with no pictures stolen from a google image search, so please enjoy this sandwich alignment chart.<br />Bring it out next time you're out with friends or on a date and I guarantee a good quarter hour of conversation.<br />
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<br />James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com1tag:blogger.com,1999:blog-4436797024696330837.post-32832143429512328262020-01-16T07:23:00.000-08:002020-01-16T07:59:09.942-08:00Class: Barbarian - The Rage Spiral<br />
It's been more than <a href="https://tenfootpolemic.blogspot.com/2014/05/the-barbarian.html">six years</a> since I added the Barbarian class to my game, and in that time we've had a fair few of them!<br />
Unfortunately they've rarely used their iconic Barbarian Rage ability. Something had to be done!<br />
So here's a pair of abilities that synergise nicely, and encourage Barbarians to throw themselves headlong into battle...<br />
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<br />
<h2>
Rage Gimmick Overview</h2>
<div>
<i>Rage</i></div>
<div>
You can go into a Rage at any time. </div>
<div>
You deal increasing amounts of damage as your rage grows, but the angrier you get the harder it is to stop!</div>
<div>
<br /></div>
<div>
<i>Death Trance</i></div>
<div>
When you're at 0 HP you enter a Death Trance.<br />
The more hurt and/or enraged you are, the more attacks you get.</div>
<div>
<br /></div>
<div>
<i>Rage + Death Trance</i></div>
<div>
Together this means that a raging Barbarian in a death trance gets fuckloads of attacks and deals fuckloads of damage and will keep killing until everything stops moving.<br />
Great for killing big monsters. Extremely great for dying gloriously. Extremely scary for everyone around you if you sink too deeply into battle-madness and go berzerk!</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Rage Points</h3>
<div>
For ease of explanation and cross-compatibility I'm going to call the core mechanic "Rage Points" here.</div>
<div>
Assume Rage Points last until you leave a Rage or combat ends.</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Rage</h3>
<div>
Entering a Rage takes an Action.</div>
<div>
While in a Rage:<br />
- Hitting a foe grants you a Rage Point.<br />
- Hitting an ally removes a Rage Point.<br />
- Each Rage Point grants you +1 to melee damage and -1 to AC.</div>
<div>
<br /></div>
<div>
You <i>must</i> attack during a Rage. </div>
<div>
You lose 1 Charisma every time you could take an Attack action and don't.<br />
If you reach 0 Charisma you lose your mind (and your character) and murder everything in sight.</div>
<div>
<br /></div>
<div>
Rage is overwhelming and calming down is difficult.<br />
As a Standard Action, or for free when you kill a creature, you may attempt to calm the fuck down.<br />
Save vs Doom, with a bonus equal to your level and a penalty equal to your Rage Point total.<br />
On success, your Rage ends.</div>
<div>
<br /></div>
<div>
<i>Note: Using an action to attempt to calm down is a non-attack action, so if you fail you'll lose Charisma. Best to sate your bloodlust by killing something...</i></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<h3>
Death Trance</h3>
<div>
At 0HP you enter a Death Trance.</div>
<div>
<br />
While in a Death Trance:<br />
- You gain a Rage Point every time you take damage.<br />
- You gain an extra attack per Rage Point.<br />
- You cannot be knocked out, put to sleep, or otherwise made unconscious.</div>
</div>
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<h2>
Discussion -- Rage</h2>
So that's the Big New Thing! Pretty straightforward, and hopefully the synergies and tradeoffs are obvious.<br />
Rage is good on its own - it makes you a powerful single-target damage dealer.<br />
Death Trance is good on its own - it gives you a bunch of extra attacks in a pinch.<br />
Put them together and you're a monster!<br />
<br />
On the other hand, having tons of Rage Points is awesome up until you have to leave your Rage. If you're unlucky you'll get sucked down into a spiral of violence where you murder all your friends!<br />
<br />
Moving Rage from a limited use resource to a building spiral was spurred by a conversation on the <a href="https://discord.gg/5HBWz6T">Discord</a> with <a href="https://boxfullofboxes.blogspot.com/">Great_Job</a>, <a href="https://sexuallytransmittedcentipedes.blogspot.com/">Chuffer</a>, <a href="https://foreignplanets.blogspot.com/">Rook</a>, and some others.<br />
Great_Job brought up that a Rage is usually presented as a resource management mechanic rather than evoking the "somewhat fluid, emotional nature" of losing yourself to anger, which is totally true!<br />
<br />
Heavy inspiration from Great_Job's take on a rage monster PC: <a href="https://boxfullofboxes.blogspot.com/2019/03/the-accursed-lotfp-custom-class.html">The Accursed</a>.<br />
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<br />
<h2>
The Rest</h2>
<div>
With the all-important Rage and the Death Trance out of the way, here's the rest of the Barbarian's cool shit.</div>
<div>
<br /></div>
<div>
<b>Unique:</b><br />
Barbarian saves and attack bonus don't advance normally.<br />
Instead they roll twice on this <a href="https://docs.google.com/spreadsheets/d/1bGkbsqJY9bA-w8_0qDpLOxwhsWd-iuGbPPM7DBXNP_0/edit?usp=sharing">Barbarian Powers table</a> each level!</div>
<div>
<br /></div>
<div>
<b>Bare-Chested:</b><br />
Barbarians cannot wear armour, but they have a natural AC of 14 due to Barbarian luck and God-favour.<br />
Despite wearing barely anything, Barbarians always count as protected against <a href="https://tenfootpolemic.blogspot.com/2019/07/post-apoc-fantasy-hexcrawl-rules.html">extreme weather</a>.</div>
<div>
<br /></div>
<div>
<b>Party Hard:</b><br />
Barbarians are <i>great</i> at <a href="https://tenfootpolemic.blogspot.com/2015/04/the-cost-of-living-downtime-activities.html">carousing</a>.<br />
The Barbarian, and anyone who chooses to <a href="https://tenfootpolemic.blogspot.com/2015/04/the-cost-of-living-downtime-activities.html">Carouse</a> with them, doubles how much they spend while carousing (and thus, doubles how much exp they gain).<br />
However when they Save against carousing mishaps, they roll the save twice and take the worst result.<br />
This stacks with multiple Barbarians. Two Barbarians means triple spend but roll three times and take the worst, and so on.</div>
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<h2>
Discussion -- Full Package</h2>
<div>
Barbarian powers are cool and comfy at this point.<br />
Everyone likes the wacky unique stuff like Charisma armour or crit range improvement, but you might notice that even the "boring" results - attack bonus and Save improvement - are indirect improvements to Rage. Attack bonus means you actually hit with your high damage rage attacks and Save bonus means you break out of Rage easier. Pretty sweet!</div>
<div>
<br />
Low armour fits the Barbarian theme, but also serves as a way to separate the Barbarian from the other combat class - the Fighter.<br />
Fighters can wear heavy plate, Barbarians are usually stuck with 14 AC. Low armour and a Rage mechanic that makes them easier to hit means they'll get knocked down to that spicy Death Trance easier!<br />
Natural protection against extreme weather is important for my <a href="https://tenfootpolemic.blogspot.com/2019/07/post-apoc-fantasy-hexcrawl-rules.html">post-apoc weather stuff</a>. I dig the idea that Barbarians can walk around in furry shorts while everyone else needs a full body suit!</div>
<div>
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<div>
Barbarians carousing is another thing that's seeped into the group lore, I really liked the times the rest of the group was like "uhhh no actually I can't afford to party with the Barbarian we'll carouse later".<br />
I kinda picture Barbarians as being somewhere between That One Friend who first got you drunk when you were a teenager and That One Friend who insists on going to a club even though you're old now and it's past midnight and you've been feeling a bit tired since 7pm.<br />
Either way you're going to find yourself staring at a toilet bowl asking yourself why you agreed to shots.<br />
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<div>
<br /></div>
<h3>
Yo what happened to punching ghosts?!</h3>
<div>
If you've been in my game for a while you might notice that the Barbarian has lost a few things they <a href="https://tenfootpolemic.blogspot.com/2014/05/the-barbarian.html">used to have as standard</a>.</div>
<div>
<br />
Long story short, both "fists do d4 and can punch ghosts" and "eat spells cast on you on a nat 20" are on the random Barbarian Powers table now.</div>
<div>
This is largely because Barbarians get lots of wacky powers already, and keeping track of these <i>and</i> the random powers <i>and </i>abilities from <a href="https://tenfootpolemic.blogspot.com/2016/09/1d100-retroactive-backstory.html">backstories</a> was quite a lot!</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7AnTzpNJ7MYlW1B6DcWIgeM9ip9UrMx7D2qic6gQmYPRnHw2sTIN-v5q5dg7qjDbyZcVJEmWuOhn4A7EO1JRMjiEUISfzxTCZExue_u_lHZz1ZZHvBsAi1RdrSDYcpGbKNLahVIH3XBRU/s1600/rip+and+tear.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="293" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7AnTzpNJ7MYlW1B6DcWIgeM9ip9UrMx7D2qic6gQmYPRnHw2sTIN-v5q5dg7qjDbyZcVJEmWuOhn4A7EO1JRMjiEUISfzxTCZExue_u_lHZz1ZZHvBsAi1RdrSDYcpGbKNLahVIH3XBRU/s1600/rip+and+tear.jpg" /></a></div>
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<h2>
And Finally - Death Rules Integration</h2>
<div>
So that's the cross-compatible version above.<br />
In my game I've integrated this into my <a href="http://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">Death mechanics</a>. </div>
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<div>
It's maybe a bit <i>too</i> mechanically cute, but it's my game so whatever! I can regret it later!</div>
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<h3>
Pain fuels Rage.</h3>
<div>
So my death system basically works by giving you Death Tokens at 0 HP.<br />
Mostly this is Pain Tokens which might make you pass out, but you can also get Bleed (damage over time) and Trauma (risk of death).</div>
<div>
<br /></div>
<div>
In this version, Pain Tokens are used as Rage Points.<br />
This has a few fun mechanical implications!<br />
<br />
Same exact concept as above, but here's how it works in the Death Token version:<br />
<div>
<br /></div>
<h3>
Rage</h3>
<div>
Entering a Rage takes an Action.<br />
<br /></div>
<div>
While in a Rage:<br />
- You never Tempt Fate, ie. No passing out from Pain, no death from Trauma, no damage from Bleed.<br />
- Hitting a foe grants you a Pain Token.<br />
- Hitting an ally removes a Pain Token.<br />
- Each Pain Token grants you +1 to melee damage and -1 to AC.</div>
<div>
<br /></div>
<div>
You <i>must</i> attack during a Rage. </div>
<div>
You lose 1 Charisma every time you could make an Attack and don't.<br />
If you reach 0 Charisma you lose your mind (and your character) and murder everything in sight.</div>
<div>
<br /></div>
<div>
Rage is overwhelming and calming down is difficult.<br />
As an Action, or for free when you kill a creature, you may attempt to calm the fuck down.<br />
Save vs Doom, with a bonus equal to your level and a penalty equal to your Pain total.<br />
On success, your Rage ends.</div>
<div>
<br /></div>
<div>
<i>Note: Using an action to attempt to calm down is a non-attack action, so if you fail you'll lose Charisma. Best to sate your bloodlust by killing something...</i></div>
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<br /></div>
<div>
<h3>
Death Trance</h3>
<div>
At 0HP you enter a Death Trance.</div>
<div>
<br />
While in a Death Trance:<br />
- You gain an extra attack per Pain Token.<br />
- Pain does not add to your rolls on the <a href="http://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">Death Table</a>.</div>
</div>
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<br />
<h2>
Implications</h2>
<div>
So this version uses Pain Tokens but is functionally the same as up top.<br />
The fun part is that this has fairly interesting mechanical effects!<br />
<br />
Some examples:<br />
- Pain Tokens don't add to death table rolls so you tend to shrug off minor wounds. Like even if you're at zero with 5 Pain and get hit for 6 damage... you "roll" 0d6+6 instead of rolling 5d6+6. Life saver!</div>
<div>
- Clerics can heal Pain Tokens. Might be fun to sabotage an enemy Barbarian by healing them, or use God's mercy to calm the soul of your angry Barbarian friend before he murders you all.<br />
- When the Rage ends you've still got a bunch of Pain Tokens, so could probably pass out after your Rage.<br />
- Food heals Death Tokens too, so a Barbarian who's come out of a rage will be H O N G R Y.</div>
<div>
- Poison is Death Tokens so you're literally immune to poison during a Rage.<br />
- Drink Pain Poison to hype yourself up!?</div>
<br /></div>
<div>
Hopefully it is fun! Someone persuade Ollie to go into a rage so we can see what happens. Would be real funny (for me...) if Zulu murdered everyone in a rage-fueled accident!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQQi_8rsF4VFL9kvtAFsSq3R-4lQ4vUN13d-lQGF7PAKNy37JKG-KwIg1XBpkpJlooUhiUhmnP3UZoHO1rIoqcxwq_iUGgs88bdvr5MQP-ugM2rjyWtAbrwHnYpgX_XFTt2C-5PGmqeqGp/s1600/silver+horde.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1549" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQQi_8rsF4VFL9kvtAFsSq3R-4lQ4vUN13d-lQGF7PAKNy37JKG-KwIg1XBpkpJlooUhiUhmnP3UZoHO1rIoqcxwq_iUGgs88bdvr5MQP-ugM2rjyWtAbrwHnYpgX_XFTt2C-5PGmqeqGp/s400/silver+horde.jpg" width="400" /></a></div>
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<h2>
Game Stuff</h2>
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<div>
Here's the player-facing character breakdown text:</div>
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--</div>
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<div>
<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0"></span><br />
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt; text-align: center;">
<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0"><span style="font-family: "im fell double pica sc" , serif; font-size: 14pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Barbarian</span></span></div>
<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0">
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<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0"><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Strengths:</span><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Combat Hero, Rage, Unique Barbarian Abilities</span></span></div>
<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0">
</span>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt;">
<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0"><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Weaknesses:</span><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Can’t wear armour, anger management</span></span></div>
<span id="docs-internal-guid-cf7cffab-7fff-2c46-6c03-99a218fd75e0">
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<span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Alignment</span><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">To the surprise of everyone, you detect as </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Lawful</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">.</span></div>
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<span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Technical Stuff</span><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">HD: 1d8 - minimum 6 at first level.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Saves: Fighter. (Stun 14, Doom 12, Blast 15, Law 13, Chaos 16)</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica sc" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Special Abilities</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Unique: </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">At first level, and every level thereafter, roll 1d100 twice on the Barbarian Powers table. </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">These can be anything from +1 to hit to intimidating hostile beasts to boosted crit damage.</span></div>
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<span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Bare-Chested:</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"> You can’t wear armour (it’s for the weak) but you have a natural armour class of 14 due to luck, the favour of barbarian gods and/or protective tattoos.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Despite wearing not much at all you always count as protected against extreme weather.</span></div>
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<span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Party Hard:</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"> You party really fucking hard. The whole party rolls double for carousing when you’re around, and when they save against Carousing mishaps they roll twice and take the worst.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">This increases with multiple Barbarians - triple for two, quadruple for three, and so on.</span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Death Trance: </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">You are an absolute monster when you are close to death.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">While at 0HP, you enter a Death Trance where you attack in a frenzy and shrug off minor wounds.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">In this state you gain an extra attack per Pain Token, and Pain does not add to your Death Table rolls.</span></div>
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<span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Rage:</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"> In battle, as an Action, you can hype yourself up into a Rage.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Pain fuels your Rage - each Pain Token grants you +1 to melee damage and -1 to AC.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">You gain a Pain Token whenever you hit a foe in melee, growing your Rage.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">You lose a Pain Token whenever you hit a friend, slowing you down.</span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">While in a Rage you never Tempt Fate due to Death Tokens, so you never have to stop fighting..</span></div>
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<span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">To stop Raging is difficult. As an Action, or when you kill a creature, you can attempt to stop your Rage by passing a Save vs Doom. You get a bonus equal to level and a penalty equal to your Pain total.</span></div>
<span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">You </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">must </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">attack in a Rage. You lose 1 Charisma every time you could make an Attack action and don’t. </span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">If this takes you to 0 Charisma you lose your mind (and your character) and murder all in sight.</span></span></div>
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<span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div>
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<span style="font-family: "im fell double pica" , serif; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div>
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<h2>
And the full Barbarian Powers table</h2>
</div>
<div>
In case something happens to the Google doc!</div>
<div>
<br /></div>
<div>
<style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}--></style><br />
<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: arial,sans,sans-serif; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="58"></col><col width="456"></col></colgroup><tbody>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Roll"}" style="font-weight: bold; overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Roll</td><td data-sheets-value="{"1":2,"2":"Ability"}" style="font-weight: bold; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Ability</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"1 - 29"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">1 - 29</td><td data-sheets-value="{"1":2,"2":"More smashy! +1 to hit."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">More smashy! +1 to hit.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"30 - 45"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">30 - 45</td><td data-sheets-value="{"1":2,"2":"More lucky! -1 to all Saves"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">More lucky! -1 to all Saves</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":46}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">46</td><td data-sheets-value="{"1":2,"2":"Double the Smash! When you dual-wield, always take both results for damage."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Double the Smash! When you dual-wield, always take both results for damage.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"47 - 48"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">47 - 48</td><td data-sheets-value="{"1":2,"2":"Meaty Motherfucker! +1 to Constitution Modifier"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Meaty Motherfucker! +1 to Constitution Modifier</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"49 - 50"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">49 - 50</td><td data-sheets-value="{"1":2,"2":"Fuck me?? No, fuck you! When a creature hits you when you're on 0HP, make a free attack against them. If you roll this again - two attacks, and so on."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Fuck me?? No, fuck you! When a creature hits you when you're on 0HP, make a free attack against them. If you roll this again - two attacks, and so on.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"51 - 52"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">51 - 52</td><td data-sheets-value="{"1":2,"2":"Sense Weakness. When you attack an enemy, you know how much HP they have remaining."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Sense Weakness. When you attack an enemy, you know how much HP they have remaining.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":53}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">53</td><td data-sheets-value="{"1":2,"2":"Ah yes I know this beast. When an Encounter Check is rolled in a wilderness environment, you know exactly what a creature is from its Tracks, Spoor or Traces if you've seen its like before.\nIf you reroll, +1 Wisdom Modifier."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Ah yes I know this beast. When an Encounter Check is rolled in a wilderness environment, you know exactly what a creature is from its Tracks, Spoor or Traces if you've seen its like before.<br />
If you reroll, +1 Wisdom Modifier.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":54}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">54</td><td data-sheets-value="{"1":2,"2":"Spell Eater. You can save vs any spell, even those that don't usually give a save. If you do, you \"eat\" the spell, negating the effect and causing your eyes and tattoos to glow a cool thematic colour. You unleash the spell's effect the next time you hit in combat, and you can save the spell for up to ten minutes.\nIf you reroll, -2 to your Chaos save."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Spell Eater. You can save vs any spell, even those that don't usually give a save. If you do, you "eat" the spell, negating the effect and causing your eyes and tattoos to glow a cool thematic colour. You unleash the spell's effect the next time you hit in combat, and you can save the spell for up to ten minutes.<br />
If you reroll, -2 to your Chaos save.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":55}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">55</td><td data-sheets-value="{"1":2,"2":"Loyal minion! You gain a hound, henchman, horse, or other exceptionally loyal and intelligent creature.\nThey think you're the best, and obey your every whim. If you treat them badly they look at the camera and say \"well, it's a living\" and still do it.\nIf you reroll and they're still alive, they get one free pass to avoid death. If they died already, it turns out they somehow survived! They're back!"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Loyal minion! You gain a hound, henchman, horse, or other exceptionally loyal and intelligent creature.<br />
They think you're the best, and obey your every whim. If you treat them badly they look at the camera and say "well, it's a living" and still do it.<br />
If you reroll and they're still alive, they get one free pass to avoid death. If they died already, it turns out they somehow survived! They're back!</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":56}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">56</td><td data-sheets-value="{"1":2,"2":"Back, Beast! You can walk right up to a natural beast of animal intelligence and force them to roll a Morale check modified by the inverse of your Charisma modifier (as in higher Cha is better) - if they fail you choose whether they flee or calm down.\nOn a reroll, +1 Charisma Modifier."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Back, Beast! You can walk right up to a natural beast of animal intelligence and force them to roll a Morale check modified by the inverse of your Charisma modifier (as in higher Cha is better) - if they fail you choose whether they flee or calm down.<br />
On a reroll, +1 Charisma Modifier.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":57}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">57</td><td data-sheets-value="{"1":2,"2":"Something's coming. You have +5 Awareness in Wilderness environments.\nIf you reroll, this bonus also applies to one other creature of your choice. One extra per reroll."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Something's coming. You have +5 Awareness in Wilderness environments.<br />
If you reroll, this bonus also applies to one other creature of your choice. One extra per reroll.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":58}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">58</td><td data-sheets-value="{"1":2,"2":"Get hench! +1 to Strength Modifier."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Get hench! +1 to Strength Modifier.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"59 - 60"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">59 - 60</td><td data-sheets-value="{"1":2,"2":"Bear-Handed. If you eat the heart of a natural creature you killed, you gain their strength for a ten minute Turn. That is, when you attack bare-handed you get their number of attacks, bonus to hit, and damage die.\nDuring this time you can't really speak and can only point and grunt.\nIf you reroll, lasts an extra Turn."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Bear-Handed. If you eat the heart of a natural creature you killed, you gain their strength for a ten minute Turn. That is, when you attack bare-handed you get their number of attacks, bonus to hit, and damage die.<br />
During this time you can't really speak and can only point and grunt.<br />
If you reroll, lasts an extra Turn.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":61}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">61</td><td data-sheets-value="{"1":2,"2":"King Hit. Boost damage die of weapons you wield. If this goes above 1d12 roll over onto 1d12+1d4, then 1d12+1d6, and so on.\nIf you reroll, keep boosting."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">King Hit. Boost damage die of weapons you wield. If this goes above 1d12 roll over onto 1d12+1d4, then 1d12+1d6, and so on.<br />
If you reroll, keep boosting.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"62 - 63"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">62 - 63</td><td data-sheets-value="{"1":2,"2":"Luck of the Gods. -2 to your Doom Save."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Luck of the Gods. -2 to your Doom Save.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"64 - 65"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">64 - 65</td><td data-sheets-value="{"1":2,"2":"Overpower! On a melee hit you can blast everyone around you back 10' or so.\nOn reroll, +1 to melee attacks."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Overpower! On a melee hit you can blast everyone around you back 10' or so.<br />
On reroll, +1 to melee attacks.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":66}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">66</td><td data-sheets-value="{"1":2,"2":"And stay down! On a melee hit you can knock your target prone.\nOn reroll, +1 to melee attacks."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">And stay down! On a melee hit you can knock your target prone.<br />
On reroll, +1 to melee attacks.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":67}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">67</td><td data-sheets-value="{"1":2,"2":"Grapplemaster. When you win a Wrestle, you can choose 2 results instead of 1 - even the same result twice.\nIf you reroll, +1 Strength Modifier."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Grapplemaster. When you win a Wrestle, you can choose 2 results instead of 1 - even the same result twice.<br />
If you reroll, +1 Strength Modifier.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"68 - 69"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">68 - 69</td><td data-sheets-value="{"1":2,"2":"Greetings, fellow traveller! +2 to Reaction Rolls and Morale Checks with other uncivilised folks, basically anyone who spends most of their life outside of a city, village, or other settlement."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Greetings, fellow traveller! +2 to Reaction Rolls and Morale Checks with other uncivilised folks, basically anyone who spends most of their life outside of a city, village, or other settlement.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"70 - 71"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">70 - 71</td><td data-sheets-value="{"1":2,"2":"But it is not this day! You can sacrifice a limb of your choice to cancel all damage from a single attack, and you no longer drop to 0HP when you sustain such an injury. If you reroll, an already broken limb somehow gets better (heals, miracle prosthetic, whatever) or the next time you do this you also pop back up to maximum HP."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">But it is not this day! You can sacrifice a limb of your choice to cancel all damage from a single attack, and you no longer drop to 0HP when you sustain such an injury. If you reroll, an already broken limb somehow gets better (heals, miracle prosthetic, whatever) or the next time you do this you also pop back up to maximum HP.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"72 - 73"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">72 - 73</td><td data-sheets-value="{"1":2,"2":"Headtaker. Your crit range extends by 1, so you crit on a 19 or 20. If you reroll, it keeps extending."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Headtaker. Your crit range extends by 1, so you crit on a 19 or 20. If you reroll, it keeps extending.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"74 - 75"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">74 - 75</td><td data-sheets-value="{"1":2,"2":"Beastslayer. You deal double damage to natural beasts. If you reroll, triple damage, etc."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Beastslayer. You deal double damage to natural beasts. If you reroll, triple damage, etc.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"76 - 78"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">76 - 78</td><td data-sheets-value="{"1":2,"2":"Gore Grinder. When you crit, roll twice and take both results. If you reroll, roll three times, etc."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Gore Grinder. When you crit, roll twice and take both results. If you reroll, roll three times, etc.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":79}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">79</td><td data-sheets-value="{"1":2,"2":"Get behind me! If you pass a Save, you can make someone nearby pass their Save against the same thing.\nIf you reroll, two people, and so on."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Get behind me! If you pass a Save, you can make someone nearby pass their Save against the same thing.<br />
If you reroll, two people, and so on.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"80-82"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">80-82</td><td data-sheets-value="{"1":2,"2":"Glamour armour. Add your Charisma or Strength bonus to your AC, whichever's higher. If you reroll, either take both or boost your Charisma Modifier by 1."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Glamour armour. Add your Charisma or Strength bonus to your AC, whichever's higher. If you reroll, either take both or boost your Charisma Modifier by 1.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"83 - 84"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">83 - 84</td><td data-sheets-value="{"1":2,"2":"Piss off, ghost! Your fists deal 1d4 damage and can harm anything, especially things usually immune to mundane attacks. If you reroll, keep improving the Damage Die of your fists."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Piss off, ghost! Your fists deal 1d4 damage and can harm anything, especially things usually immune to mundane attacks. If you reroll, keep improving the Damage Die of your fists.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"85 - 86"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">85 - 86</td><td data-sheets-value="{"1":2,"2":"Ultimate Nelson. When you choose to Hold a foe in a Wrestle, you pin them completely.\nIf you reroll, +1 to Wrestle rolls each time."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Ultimate Nelson. When you choose to Hold a foe in a Wrestle, you pin them completely.<br />
If you reroll, +1 to Wrestle rolls each time.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"87 - 88"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">87 - 88</td><td data-sheets-value="{"1":2,"2":"Know no fear. Immune to fear effects and +2 bonus to Saves vs spooky undead or necromantic powers.\nIf you reroll, further +2 to such saves each time."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Know no fear. Immune to fear effects and +2 bonus to Saves vs spooky undead or necromantic powers.<br />
If you reroll, further +2 to such saves each time.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":89}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">89</td><td data-sheets-value="{"1":2,"2":"Bah! It is nothing. You take 1 less damage from elemental effects, like fire or cold or lightning. Minimum 1.\nIf you reroll, take 2 less damage, and so on."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Bah! It is nothing. You take 1 less damage from elemental effects, like fire or cold or lightning. Minimum 1.<br />
If you reroll, take 2 less damage, and so on.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":90}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">90</td><td data-sheets-value="{"1":2,"2":"Heedless Charge! When you charge into battle - you cannot be stopped by Opportunity Attacks and you deal double damage.\nIf you reroll, triple damage, etc."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Heedless Charge! When you charge into battle - you cannot be stopped by Opportunity Attacks and you deal double damage.<br />
If you reroll, triple damage, etc.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"91 - 92"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">91 - 92</td><td data-sheets-value="{"1":2,"2":"This will do. Given ten minutes and some relevant materials, you can craft a 1d6 damage weapon of any type from bones, sticks, rocks, and other detritus.\nIf it gains a Notch it falls to pieces.\nIf you reroll, improve the Damage die by one size."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">This will do. Given ten minutes and some relevant materials, you can craft a 1d6 damage weapon of any type from bones, sticks, rocks, and other detritus.<br />
If it gains a Notch it falls to pieces.<br />
If you reroll, improve the Damage die by one size.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"93 - 94"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">93 - 94</td><td data-sheets-value="{"1":2,"2":"These fools will believe anything! Civilised folk will generally believe anything you tell them about the exotic sights you've seen and great beasts you have slain. \nWhen you spout such braggadocio, reroll the Reaction Roll with a +2.\nIf you reroll, add another +2."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">These fools will believe anything! Civilised folk will generally believe anything you tell them about the exotic sights you've seen and great beasts you have slain. <br />
When you spout such braggadocio, reroll the Reaction Roll with a +2.<br />
If you reroll, add another +2.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"95 - 96"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">95 - 96</td><td data-sheets-value="{"1":2,"2":"Sin Eater. If a Cleric calls forth a Miracle in your vicinity, you cast it as well if you Save vs Law.\nIf you reroll, -2 to your Law save."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Sin Eater. If a Cleric calls forth a Miracle in your vicinity, you cast it as well if you Save vs Law.<br />
If you reroll, -2 to your Law save.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"97 - 98"}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">97 - 98</td><td data-sheets-value="{"1":2,"2":"Die! Die! Die! Once per round, when you successfully hit with an attack, you get a free attack against the same target.\nIf you reroll, you can do it twice per round, and so on."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Die! Die! Die! Once per round, when you successfully hit with an attack, you get a free attack against the same target.<br />
If you reroll, you can do it twice per round, and so on.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":99}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">99</td><td data-sheets-value="{"1":2,"2":"Don't Have Time to Bleed! You never take damage from Bleed Tokens when you Tempt Fate.\nIf you reroll, +1 to your Constitution modifier."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Don't Have Time to Bleed! You never take damage from Bleed Tokens when you Tempt Fate.<br />
If you reroll, +1 to your Constitution modifier.</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":3,"3":100}" style="overflow: hidden; padding: 2px 3px 2px 3px; text-align: right; vertical-align: bottom;">100</td><td data-sheets-value="{"1":2,"2":"Indestructible Master of War! Any time you would take Trauma Tokens, take that many Bleed Tokens instead.\nIf you reroll, +1 to your Strength modifier."}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Indestructible Master of War! Any time you would take Trauma Tokens, take that many Bleed Tokens instead.<br />
If you reroll, +1 to your Strength modifier.</td></tr>
</tbody></table>
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<style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}--></style>James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com0tag:blogger.com,1999:blog-4436797024696330837.post-56193578297286091902019-12-22T10:13:00.000-08:002020-01-03T00:55:39.711-08:00Santicorn 2019: Tide-Flooded CavernsSanticorn baby! The second annual Santicore-alike we've organised on the <a href="https://discord.gg/pSnKsXF">OSR Discord channel</a>!<br />
Everyone requests a thing, we shuffle the requests around, and everyone fulfils one of them as a Christmas Santicorn gift! How wholesome!<br />
<br />
I got this one from <a href="https://wizzzargh.blogspot.com/">Wizzzargh</a>:<br />
<style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}--></style>"Dungeon room fills, be they tricks, traps, treasure, or monsters, for a dungeon regularly flooded by seawater at high tide. Bonus points for fills that require very different approaches at different water levels"<br />
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So here goes!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0Gvv6Yj6KZCyK0OZwxK04LFB_7yVck2Sj6C4uWPo9qFnLK9ZyIZ7UGqY4JTwN9fmL2CwXL7qr-AXDZX37Bt8tBrbZwftX7dNNS09dghv4Cn9_iUIeF7raJAnA0rkCpniuSUbST5WpN-G4/s1600/sea+caves.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="671" data-original-width="1600" height="167" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0Gvv6Yj6KZCyK0OZwxK04LFB_7yVck2Sj6C4uWPo9qFnLK9ZyIZ7UGqY4JTwN9fmL2CwXL7qr-AXDZX37Bt8tBrbZwftX7dNNS09dghv4Cn9_iUIeF7raJAnA0rkCpniuSUbST5WpN-G4/s400/sea+caves.jpeg" width="400" /></a></div>
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<h2>
The Tide-Flooded Caverns</h2>
<div>
The smell of salt and smoke. Rumours of smugglers and sea-witches. Warnings of a rising tide that claims all who enter. Everyone in the village built on the bluffs above knows of the caves, and all are wise enough not to explore them.<br />
At low tide the seawater slides around the cave mouths like a lover's tongue, sloshing over the slick sand and sucking mud and shifting stones of a treacherous beach.</div>
<div>
The tide turns and waves of cold scummy seawater gush into the waiting mouths, pouring in through the twisting passages and wider caverns that honeycomb the headland.</div>
<div>
Exploring the caves is dangerous, the rising tides changing the nature of the chambers inside, but there are stories of vast treasures and strange creatures within...</div>
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<h3>
How to Use</h3>
<div>
There are 20 caverns detailed below, each with a description for Low, Mid and High Tide.<br />
There are also 10 treasures to spice up a chamber, or maybe to find if they loot a room.</div>
<div>
Finally, 6 random encounters because of course.<br />
Do whatever you feel like with them!</div>
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<div>
You could roll randomly as PCs travel through the caves (maybe 1d20 for chamber and 1d20 for treasure, where treasure results 11-20 are "nothing extra"), or pre-build the cavern complex.</div>
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If you do the latter I suggest room 9 (Gillifier) be placed fairly deep in the caves, since it's a gimmick room that reverses whether you breathe air or water and it might be fun to recontextualise all the other chambers they've been in already.<br />
Room 10 (Lamprey Witch) contains a powerful foe so could be used as a boss room if that's something you like doing.<br />
Room 6 (Cork Golem) would make a good guard fairly close to the entrance, especially since the poor chap becomes a bit useless when the water level rises!</div>
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Either way the routes between the chambers are up to you. I envisage twisty slippery seaweedy passages that fill up at high tide.</div>
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<h3>
Tracking the Tide</h3>
<div>
Time from Low to High tide is apparently 6 hours, which is a lot for your average delve, but whatever. Hopefully they get a bit trapped by the time Mid Tide rolls around and have to make some hard decisions.<br />
I suggest having a row of six boxes like so:<br />
<br />
<span style="font-size: large;"><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">☐ </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">☐ </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">☐ </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">☐ </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">☐ </span></span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;"><span style="font-size: large;">☐</span><br /> Low </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">| </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">Mid </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">| </span><span style="background-color: white; color: #222222; font-family: "arial" , sans-serif;">High</span></div>
<div>
<span style="background-color: white; color: #222222; font-family: "arial" , sans-serif; font-size: 14px;"><br /></span></div>
<div>
Use an <a href="https://tenfootpolemic.blogspot.com/2017/08/improving-your-encounter-tables-with.html">Overloaded Encounter Die</a> and have result 3 say "Tide rises - Check off a tide box". That should mean you get about one box ticked off per hour.<br />
Result 4 could even be something like "Freak Surge - treat as next Tide in cycle for next 10 minutes" to add some more watery unpredictability!</div>
<div>
<br /></div>
<h3>
Drowning</h3>
<div>
You might have drowning rules already, but if you don't here's how I do it -<br />
<br />
If you get a chance to take a deep breath before diving, you can hold your breath for 5 rounds +/- your Constitution modifier.<br />
If you don't get to take a breath first, you have 1d6-1 rounds of air left, also +/- Con Mod<br />
Once you run out of air you take 1d6 damage per round until you can breathe again.</div>
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<h2>
The Chambers</h2>
<h3>
1. Aqua-Pause Pillar</h3>
<div>
<b>Any Tide</b>:<br />
A chamber with water seemingly frozen in time, forming a bowl-shape around a vibrating glass-and-stone pillar. The pillar is honeycombed with glass panels revealing the glowing bubbling blue liquid within. Smash the pillar and a ripple shudders through the water. Hit hard enough, the vibration stops all the water within a mile in place! It still feels like water, but it doesn't move or ripple or pour. The effect lasts for an hour, after which the water suddenly springs back to where it should have been.</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
2. Barnacle Spear</h3>
<div>
<div>
<b>Any Tide:</b>On a raised barnacle-encrusted dais in the middle of this frieze-carved chamber is a long tool with a rusty barnacle-scraping edge filed to a point on the end. Water rushes down the holes at the foot of the dais, keeping the water in this chamber knee-high.</div>
<div>
The Barnacle Spear counts as an ordinary spear when nowhere near the sea. When it's near the sea it's a spear with powers based on the tide.</div>
<div>
<i>Low Tide:</i> Ebb - on hit, get a free move and disengage backwards.</div>
<div>
<i>Mid Tide: </i>Splash Zone - on hit, push everyone in front of you 20' away.</div>
<div>
<i>High Tide:</i> Surge - On hit, pierce through and hit another target behind the first. This can combo indefinitely until you run out of targets. You can move up to 20' forwards between strikes.</div>
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<h3>
3. Bastard Seagulls</h3>
<div>
<div>
<b>Low Tide: </b>Seagulls fly into this guano-covered chamber through the many small holes in the ceiling. They are fiercely territorial and massive bastards who will flock and kill in a barrage of savage pecks.</div>
<div>
<br />
<b>Mid Tide: </b>Seagulls float happily on the surface of the chest-high water in this chamber, occasionally flying in and out of the many small holes in the ceiling. They are fiercely territorial and will swarm anyone who enters above the water, but won't attack anyone swimming below.</div>
<div>
<br /></div>
<div>
<b>High Tide: </b>A few seagulls bob on the surface of the neck-high water in this chamber. There's not much room though, so most of them have already flown out to the outside world through the small holes in the ceiling. Anybody with their head above the water will be attacked by the seagulls who paddle over to peck at their face - there's not enough room to swoop.</div>
</div>
<div>
<br /></div>
<div>
-<br />
<br />
<div>
<b>Bastard Seagulls</b></div>
<div>
HD1 AC unarmoured ML9</div>
<div>
<i>Attacks: </i>1d2 Peck or 1d4 flyby swoop attack</div>
<div>
<i>Abilities: </i>At will, a seagull can detect the distance and direction of hot potato chips within a half mile radius.</div>
<div>
<i>Attitude: </i>Extremely bad-tempered. Swoop if there's room, peck if there isn't, squawk no matter what.</div>
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<h3>
4. Bluebottles</h3>
<div>
<div>
<b>Low Tide: </b><br />
The slimy, lumpy floor of this chamber is covered with small pale blue pear-shaped balloons and tangles of bright royal blue tendrils. Touching a tendril brings hot red whip-like marks on the flesh and extreme agony. </div>
<div>
<br /></div>
<div>
<b>Mid Tide: </b><br />
The waist-high water in this chamber has many small pale blue pear-shaped balloons bobbing about in it. Their bright blue tendrils drift about beneath the water. Wading or swimming through the water inevitably leads to these stinging tendrils drifting into you and bringing up incredibly painful whip-like welts on any body parts which went beneath the water - legs if wading, pretty much all of you if swimming.<br />
<br /></div>
<div>
<b>High Tide: </b><br />
Pretty blue strings drift about in the currents of this water-filled chamber, seemingly hanging from the ceiling above. If you swim through this room you are beset by the agonising stings of the tendrils and risk death by drowning.</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Bluebottles (Hazard)</b></div>
<div>
<i>Effect:</i></div>
<div>
Their tendrils bring great pain through a powerful venom. </div>
<div>
If touched by a tendril (even through cloth), Save vs Stun or keel over prone from the pain - you can Save again each round to recover. You take 1d4 damage each round you have clothing touching the affected body parts for the next 10 minutes. Additionally, for small areas (a hand, a foot), that body part becomes useless for the next hour. For larger areas (torso, multiple limbs), you count as having 1HP for the next hour until the pain fades away.</div>
<div>
<i>Main Danger:</i></div>
<div>
Keeling over from the pain on land likely makes you fall onto more of them. Doing it in water risks stinging more and more of you as you stir up the water (and tendrils) in your agony, leading to your inevitable drowning.</div>
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<h3>
5. Chasing Crab</h3>
<div>
<div>
<b>Low Tide: </b><br />
This crab is big and hungry and now it wants to eat YOU. It scuttles sideways at twice human speed across the wet floor of this chamber, claws bared, ready to PINCH! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.<br />
<br /></div>
<div>
<b>Mid Tide: </b><br />
This crab is big and hungry and ANNOYING SLOW IN WATER! It scuttles sideways through the waist-high water at human unencumbered speed, claws bared, ready to CLAMP! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.<br />
<br /></div>
<div>
<b>High Tide: </b><br />
This crab is big and hungry and AGONISINGLY SLOW SUBMERGED. It scuttles sideways under the water at a quarter human speed, claws bared, extremely FRUSTRATED! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.</div>
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<div>
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<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Chasing Crab</b></div>
<div>
HD8 AC plate ML10</div>
<div>
<i>Attacks:</i> 2 Pincer attacks for 1d10 each. If both hit, dents your armour giving you -1 AC until you get it repaired.</div>
<div>
<i>Abilities:</i> Fast on land, slow in water. Max speed on land is twice human. Max speed submerged is quarter human.</div>
<div>
<i>Attitude: </i>Chase down victims, but try to keep on land where it's fast!</div>
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<h3>
6. Cork Golem</h3>
<div>
<div>
<b>Low Tide: </b>A huge golem made of cork stomps around this slippery chamber floored with black cave-kelp, guarding the way deeper into the complex.</div>
<div>
<br />
<b>Mid Tide: </b><br />
A huge golem made of cork bobs around in the chest-high water in this chamber, flailing around because of how floaty it is. It's slow but powerful. Black cave-kelp waves on the floor.</div>
<div>
<br /></div>
<div>
<b>High Tide: </b><br />
A chamber filled completely with water, black cave-kelp waves in the water below. A huge golem made of cork is pinned to the ceiling by the water.</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Cork Golem</b></div>
<div>
HD10 AC leather ML12</div>
<div>
<i>Attacks: </i>Powerful punch deals 1d12 damage and blasts victim back and prone - hitting a wall or other creature deals an extra 1d6 damage to both.</div>
<div>
<i>Abilities:</i> Floats, immune to fire when wet (always in here), 1 damage per die from bashing attacks.</div>
<div>
<i>Attitude: </i>Stomp around, punch people into other people, stomp on people while they're lying on the floor!</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
7. Dehydrated Ooze</h3>
<div>
<b>Any Tide:</b><br />
<div>
The passage slopes up to a small cave above the waterline. Inside is a crusty aquamarine bulge with gold coins glimmering under the hardened candy-like shell.</div>
<div>
Pour a bunch of water on the lump and it rehydrates into a massive absorbent Aquamarine Goop! Run! Or kill it somehow to claim the treasure...</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Aquamarine Goop</b></div>
<div>
12HD AC leather ML12</div>
<div>
<i>Attacks:</i> 1d8 Dehydrating Slap - On hit, Save vs Doom or lose 1d4 Strength from sudden dehydration!</div>
<div>
<i>Abilities: </i>If hit by a water or ice-based attack, gets an immediate free turn. If hit by a fire-based attack, stunned for a round as it loses moisture.</div>
<div>
<i>Attitude: </i>Schlorp after the juiciest foe and steal all their juices!</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
8. Eel Pit</h3>
<div>
<div>
<b>Low Tide: </b>The way out of this chamber is on the other side of a 50' deep pit with a shallow pool of water at the bottom. Electric eels hide at the sandy bottom of the pit, but won't attack when the water is this shallow. How come this pit isn't just a permanent deep pool? - The water in the pit drains away slowly through narrow shafts beneath the sand.<br />
<br /></div>
<div>
<b>Mid Tide: </b>The way out of this chamber is on the other side of a deep pit with a 20' deep pool of water 30' down. Electric eels hide at the sandy bottom of the pit, and will swarm out at anyone who jumps into the water.<br />
<br /></div>
<div>
<b>High Tide: </b>The way out of this chamber is on the other side of a 50' deep pool of water. The water is infested with electric eels which will swarm out at anyone who gets into the water.</div>
</div>
<div>
<br /></div>
<div>
-<br />
<br />
<div>
<b>Electric Eel</b></div>
<div>
1HD AC unarmoured ML6</div>
<div>
<i>Attacks:</i> 1d4 bite deals double damage vs metal armour - On hit, zap makes target drop whatever they're holding</div>
<div>
<i>Abilities: </i>Electric bite</div>
<div>
<i>Attitude: </i>Swarm anything that moves, zapping them so they drop their stuff and have to jump in to get it back.</div>
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<div>
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<h3>
9. Gillifier</h3>
<div>
<div>
<b>Low Tide: </b><br />
This damp stone chamber smells of salt and earth and wet metal, small fish flop industriously around the room. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl, and a squid peers curiously down from one of these nooks. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They begin to suffocate immediately.<br />
<br /></div>
<div>
<b>Mid Tide: </b>This stone chamber with knee-high water smells of salt and earth and wet metal. Small fish float about with their faces on the surface, gulping down air. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They must go on their hands and knees to dip their newfound gills into the low water, else begin to suffocate.<br />
<br /></div>
<div>
<b>High Tide: </b>This stone chamber with chest-high water smells of salt and earth and wet metal. Small fish float about with their faces on the surface, gulping down air. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They begin to suffocate unless they submerge themselves into the water.</div>
</div>
<div>
<br /></div>
<div>
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<h3>
10. Lamprey Witch</h3>
<div>
<div>
<b>Low Tide: </b>A smoky chamber with shallow pits filled with water and black oily shapes - lampreys. A smoky blue driftwood fire is in the centre of the chamber, surrounded by stones. Hiding in one of the pits during the low tide is the Lamprey Witch - an emaciated old woman with lampreys latched onto every piece of her. She always seeks more food for her children and will strike from the smoke!<br />
<br /></div>
<div>
<b>Mid Tide:</b> <br />
A hazy chamber that smells of salt and woodsmoke. Oily black shapes writhe and twist through the knee-high water- lampreys! They wriggle through the water towards you, awful mouths wide! If you turn back you see a horrible writhing figure, a human form with lampreys latched onto every inch - the Lamprey Witch is behind you already!<br />
<br /></div>
<div>
<b>High Tide: </b>The water surges behind you, barrelling you from the tunnel into this chamber of neck-high water. When you manage to catch a breath the air smells like woodsmoke. Black oily shapes writhe towards you in the water - lampreys! They're all around you, and you hear a choking laugh as a mass of lampreys bursts from the water - a mass of lampreys in human shape - the Lamprey Witch!</div>
</div>
<div>
<br /></div>
<div>
- </div>
<div>
<br /></div>
<div>
<div>
<b>Lamprey Witch</b></div>
<div>
HD8 AC chain ML10</div>
<div>
<i>Attacks: </i>Lamprey Toss - throw lampreys at a target, 50' range - 1d6 damage and the target gains attached lampreys equal to damage.</div>
<div>
Lamprey Surge - AoE lamprey attack - all foes in 20' Save vs Blast or take 1d4 damage and gain attached lampreys equal to damage.</div>
<div>
<i>Abilities: </i>Can breathe underwater, never takes damage from lampreys, breeds lampreys rapidly.</div>
<div>
<i>Attitude: </i>Wants to find food for her babies! Main technique is to hang back and lob lampreys from afar, then use Lamprey Surge if she starts to get surrounded. Optimally foes will be so busy trying to get the lampreys off themselves that they can't concentrate on her!</div>
<div>
<br /></div>
<div>
<b>Jumping Lamprey</b></div>
<div>
HD0 (1HP) AC unarmoured ML5</div>
<div>
<i>Attack: </i>Leaps up to 30' and latches on with its horrifying bloodsucking mouth! Each attached lamprey deals 1 point of damage per round. An attached lamprey can be pulled off as an Action (occupying your hand) or attacked with a weapon. If attacking, roll to hit vs AC 10. On hit, it's dead. On miss, it's dead and you deal weapon damage to the person it was latched onto.</div>
<div>
<i>Attitude: </i>Swim or jump in, latch onto flesh, suck the blood!"</div>
</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1YA3VlMbRuUAn3IyjzW5U5S5D0H9IwPRO-VA5l7HfB5P52Y5s8r-u4WZEPz5UDoJ1PxKWbmzywClDIv8yzlYq20JZYWB6ILSwNpvZo3G_nuTk4oIBRDWqzu-DOWegTCIJY7MvnP-4Fvxk/s1600/lamprey+suckers.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="960" data-original-width="1280" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1YA3VlMbRuUAn3IyjzW5U5S5D0H9IwPRO-VA5l7HfB5P52Y5s8r-u4WZEPz5UDoJ1PxKWbmzywClDIv8yzlYq20JZYWB6ILSwNpvZo3G_nuTk4oIBRDWqzu-DOWegTCIJY7MvnP-4Fvxk/s320/lamprey+suckers.JPG" width="320" /></a></div>
<br /></div>
<h3>
11. Octopus in a Hole</h3>
<div>
<div>
<b>Low Tide: </b>A fairly large cavern with slippery kelp floor and a pool of black murky water at the side of the room. A giant octopus lives here, and anyone touching the water will be grabbed by the octopus within and dragged down into its lair below!</div>
<div>
<b><br />Mid Tide: </b>A fairly large cavern filled with sloshing knee-high water. The water gets blacker and murkier towards one side. A giant octopus lives here, flattening itself beneath the water. It will try to grab anybody who separates from the party and drag them to its lair, although its big body will be visible above the water as it does so!</div>
<div>
<br />
<b>High Tide: </b>A fairly large cavern filled with rolling neck-deep water. The water is murky, but swimmable. A giant octopus lives here, and it will drag anyone it likes beneath the water and drag them to its lair. Anyone who seems hurt or vulnerable is a prime target!</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Giant Octopus</b></div>
<div>
HD7 AC leather ML7. </div>
<div>
<i>Attacks: </i>On hit, Grapples for 1d6 choking damage per round, preferably dragging into water where you'll drown. Can move while grappling no problem.</div>
<div>
<i>Abilities: </i>Ink cloud - Cloud of ink obscures the area. Squeeze - can squeeze through pretty much any crack.</div>
<div>
<i>Attitude: </i>Smart but alien ambush predator who wants to pick off one person and devour them. Grabs, drags into water, leaves an ink cloud behind to obscure where it's going.</div>
</div>
<div>
<br />
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm8A8ZLdGbb5USyITU1XNq999SmStRAk1FBsvjBKXgTZI0YfVKFUGfq0QjFsR3WXmfJYsLf2wGUpvMPQcY1z5QxIi05a2mZLj2bY0QWyU-qdApxQqaenPXhyphenhyphenYrhxdDdP2zy0qqf56rtV0F/s1600/octopus.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="230" data-original-width="410" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm8A8ZLdGbb5USyITU1XNq999SmStRAk1FBsvjBKXgTZI0YfVKFUGfq0QjFsR3WXmfJYsLf2wGUpvMPQcY1z5QxIi05a2mZLj2bY0QWyU-qdApxQqaenPXhyphenhyphenYrhxdDdP2zy0qqf56rtV0F/s320/octopus.jpg" width="320" /></a></div>
<br /></div>
<h3>
12. Oysters</h3>
<div>
<div>
<b>Low Tide: </b></div>
<div>
Shallow, warm, knee-high water in a fairly flat sandy chamber. Huge oysters tower out of the water, tightly shut. Their shells are hard as rocks.</div>
<div>
<b><br />Mid-Tide:</b> </div>
<div>
Tepid chest-high water in a flat, sandy chamber. The lips of huge oysters stick about a foot out of the water. They are slightly open and frilled with strange flesh, but will suck it in and slam shut if disturbed.</div>
<div>
<b><br />High Tide: </b></div>
<div>
Cool water fills this flat, sandy chamber. Huge oysters lazily open and close under the water. Several of them have valuable pearls within! They snap shut if you touch them and their shells are hard as rocks, so it might take some doing to claim the pearls.</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
13. Reversible Merman</h3>
<div>
<div>
<b>Low Tide: </b></div>
<div>
There is a horrifying creature in this damp chamber. Human legs from the waist down and a monstrous anglerfish head and body where the torso should be! It runs, warbling, seeking to rip gobbets of warm flesh from live prey.<br />
<br /></div>
<div>
<b>Mid Tide:</b> </div>
<div>
A handsome merman swims below the surface of the waist-high water in this chamber. He mimes a warning not to get too close. If you approach, he emerges from the water and shifts into a horrifying creature with human legs and an angelerfish top half which seeks to devour you!<br />
<br /></div>
<div>
<b>High Tide: </b></div>
<div>
A handsome merman swims below the surface of the water that fills this chamber. He's quite pleasant if you can find a way to speak to him, but he has a horrible curse that turns him into a monster if he ever comes above water.</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Merman: Horror Form</b></div>
<div>
HD9 AC leather ML12</div>
<div>
<i>Attacks:</i> 1d10 monstrous bite or 1d6 Anglerfish electric lamp-slap targets all in front of him.</div>
<div>
<i>Abilities: </i>Horrifyingly fast. Changes back into a merman if completely submerged in water.</div>
<div>
<i>Attitude: </i>Chase down and FEAST. Big bite on lone targets, lamp-slap on two or more in melee.</div>
<div>
<br /></div>
<div>
<b>Merman: Handsome Form</b></div>
<div>
HD9 AC leather ML6</div>
<div>
<i>Attacks:</i> None. Unarmed attack at best.</div>
<div>
<i>Abilities: </i>Fast in water. Changes into Horror Form if any part of him touches air.</div>
<div>
<i>Attitude: </i>Prevent himself from going above water and becoming the Horror!</div>
</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1tAY1c2lMHu9On1iCg1sJs6Cx2hxDm3s6fk0UMF9UgE7g6d4kSIsskxAHl2RGbLTnQlPl_SrCAMs_EyXn4GzYKA_1RzddL32Q8g9iaIBnOC_JjeN9dIUPVe5fwT0M4_MLOzm6qAV3PjA8/s1600/anglerfish.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1tAY1c2lMHu9On1iCg1sJs6Cx2hxDm3s6fk0UMF9UgE7g6d4kSIsskxAHl2RGbLTnQlPl_SrCAMs_EyXn4GzYKA_1RzddL32Q8g9iaIBnOC_JjeN9dIUPVe5fwT0M4_MLOzm6qAV3PjA8/s320/anglerfish.jpg" width="320" /></a></div>
<br /></div>
<div>
<br /></div>
<h3>
14. Safe Cave</h3>
<div>
<div>
<b>Low Tide: </b>An easy climb upwards towards a flat sandy cave. Small crabs scatter as you approach.</div>
<div>
<b><br /></b></div>
<div>
<b>Mid Tide: </b>Splash through knee-high water towards an easy climb upwards towards a flat sandy cave. Small crabs flee to plop into the water below as you approach.</div>
<div>
<b><br />High Tide: </b>Though it seems to be filled with water, swim through and upwards from the entrance and you'll find yourself in an air pocket with a flat, dry sandy cave to rest in. Little crabs live here, and flee if you approach!</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
15. Sea Anemones</h3>
<div>
<div>
<b>Low Tide: </b><br />
Thin downward-sloping chamber scattered with closed-up wrinkled lumps the size of beach balls. Knee-high water at the lower end.<br />
<br /></div>
<div>
<b>Mid Tide: </b><br />
Thin downward-sloping chamber with colourful tendrils waving beneath the water that comes halfway up the chamber. Travel through the lower waterlogged half of the chamber and you'll be attacked by the giant sea anemones!</div>
<div>
<b><br /></b>
<b>High Tide: </b><br />
Thin downward-sloping chamber filled with water. Colourful tendrils wave beneath the surface. Swim through here and you'll be attacked by the giant sea anemones!"</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Giant Sea Anemone</b></div>
<div>
3HD AC plate (closed) or leather (opened) ML12</div>
<div>
<i>Attacks: </i>Grapples with its sticky tendrils - on success deals 2d6 damage and paralyzes for 10 minutes if you fail a Save vs Stun.</div>
<div>
<i>Abilities: </i>Closes up outside of water, gaining armour but becoming useless. If killed in its closed state, gets one last attack as its tendrils burst out and flail around.</div>
<div>
<i>Attitude: </i>Just wait around for something to come close, then sting the fuck out of them. Especially hates people who can't say "anemone" - an em oh nee.</div>
</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZn86y5nAnX6ykK7ybNPXriFpJoMQV80ahwaboA9x6mQjYL7Fv2U5OkBoukBKfFXootY429aaHZBGn14IajbHVHX5xMDKLMSsf4lZAWJYxZSjmwAbxYSv7GFny1qaNZDpEe0fRLL68CM4B/s1600/sea-anemone-new-600.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZn86y5nAnX6ykK7ybNPXriFpJoMQV80ahwaboA9x6mQjYL7Fv2U5OkBoukBKfFXootY429aaHZBGn14IajbHVHX5xMDKLMSsf4lZAWJYxZSjmwAbxYSv7GFny1qaNZDpEe0fRLL68CM4B/s320/sea-anemone-new-600.jpg" width="320" /></a></div>
<br /></div>
<h3>
16. Smuggler's Elevator</h3>
<div>
<div>
<b>Low Tide: </b><br />
A steep high chamber that rises diagonally from the entrance below to another entrance above. Five rough-looking men loading crates onto a large sodden wooden platform resting on the floor of the chamber, connected by a damp rope to a trapdoor on the ceiling. Two more men shout encouragement and crude insults from above. The water is ankle-height. The trapdoor is a secret entrance to a hidden basement under the smuggler's fish-smoking hut above. The crates contain valuable contraband.</div>
<div>
<b><br /></b>
<b>Mid Tide: </b><br />
A steep, high chamber with neck-high water that rises diagonally from the entrance below to another entrance above. Faint voices can be heard. There is a large wooden platform stacked with crates floating in the neck-high water, connected by a rope to an open trapdoor on the ceiling. The trapdoor is a secret entrance to a hidden basement under the smuggler's fish-smoking hut above, where seven smugglers toast to their recent haul.</div>
<div>
<br />
<b>High Tide: </b><br />
A steep, high, water-filled chamber that rises diagonally from the entrance below to another entrance above. Voices can be heard chatting amongst the echoing sounds of wood being moved. Two rough-looking men on a large floating wooden platform pass crates up through a trapdoor to their five smuggler friends above.</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Smugglers</b></div>
<div>
1HD AC unarmoured ML5</div>
<div>
<i>Attacks:</i> Knives and long hooked poles</div>
<div>
<i>Attitude:</i> Defend selves foremost, extort tribute from weaker groups if possible, pay stronger groups for their silence.</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
17. Toxic Scum</h3>
<div>
<div>
<b>Low Tide: </b>A virulent green scum coats the damp floor of this chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.</div>
<div>
<br /></div>
<div>
<b>Mid Tide: </b>A virulent green scum floats on the waist-high water in this chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.</div>
<div>
<br /></div>
<div>
<b>High Tide:</b> A virulent green scum coats the ceiling of this water-filled chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.</div>
</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3e1R0we8dY-gr5DXkb75_vTQNzgzMpEV-_cr_Jlknp-A7O5yD1a4YLmHqVa_dzNMRppbYtC_4yiUug1bVtcbmJuZFsEk0mcWnZZTthzJQZ5K5e5yRVXjlhOvGvyuSPuXMp3Wm6z1fszk9/s1600/toxic+algae.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3e1R0we8dY-gr5DXkb75_vTQNzgzMpEV-_cr_Jlknp-A7O5yD1a4YLmHqVa_dzNMRppbYtC_4yiUug1bVtcbmJuZFsEk0mcWnZZTthzJQZ5K5e5yRVXjlhOvGvyuSPuXMp3Wm6z1fszk9/s320/toxic+algae.jpg" width="320" /></a></div>
<br /></div>
<h3>
18. Trapdoor Crabs</h3>
<div>
<div>
<b>Low Tide: </b></div>
<div>
A large sandy cavern with obvious circular sandy manhole-sized discs scattered around the place. Trapdoor Crabs hide beneath, and if you get close they burst from their trapdoors and try to drag you into their burrows!</div>
<div>
<br /></div>
<div>
<b>Mid Tide:</b> </div>
<div>
A large, sandy cavern with knee-high water. Trapdoor crabs hide under their trapdoors beneath the sand, and will burst out to drag you into their burrows if you get close!</div>
<div>
<br /></div>
<div>
<b>High Tide: </b></div>
<div>
A large, sandy cavern with chest-high water. Trapdoor crabs hide under their trapdoors beneath the sand, but won't attack unless you really fuck with them.</div>
</div>
<div>
<br /></div>
<div>
-</div>
<div>
<br /></div>
<div>
<div>
<b>Trapdoor Crab</b></div>
<div>
HD4 AC chain ML7</div>
<div>
<i>Attacks:</i> 2 Pincer attacks for 1d6 each. If both hit, drags you wherever it wants.</div>
<div>
<i>Abilities: </i>Trapdoor - gets a surprise round when it bursts out of its trapdoor</div>
<div>
<i>Attitude: </i>Burst out, grab a victim, and drag them into the burrow where it can't fight back easily in the confined space.</div>
</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHYwlEeQs-Jivnv93yRogkH4cLM-lQT4tkWXaQRDdhLg8JErsVvVZCQ9MvT9KUbbMpcqpaTiMc-A_eWGz6c-IJlWWFxwd7avUTEhOdDD3cmY4_5UYA3VoLX_AUTXTMdGxpfxGDBOK1j-JR/s1600/crab+buried.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1024" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHYwlEeQs-Jivnv93yRogkH4cLM-lQT4tkWXaQRDdhLg8JErsVvVZCQ9MvT9KUbbMpcqpaTiMc-A_eWGz6c-IJlWWFxwd7avUTEhOdDD3cmY4_5UYA3VoLX_AUTXTMdGxpfxGDBOK1j-JR/s320/crab+buried.jpg" width="320" /></a></div>
<br /></div>
<h3>
19. Vertical Chamber</h3>
<div>
<div>
<b>Low Tide: </b></div>
<div>
The tunnel dips down into the bottom of a tall, narrow chamber with thigh-height water and a ledge high above. Mussels and hanging strands of seaweed dangle from the walls.</div>
<div>
<br /></div>
<div>
<b>Mid Tide:</b> </div>
<div>
A waterlogged tunnel dips down into the bottom of a tall, narrow chamber. Dive in and you can get into the air pocket inside the chamber. A ledge is within reach above. Mussels and hanging strands of seaweed wave in the water, attached to the walls.</div>
<div>
<br /></div>
<div>
<b>High Tide: </b></div>
<div>
A waterlogged tunnel dips down into a tall, narrow chamber filled with water. Dive in and you can get to the small air pocket and ledge at the top of the chamber. Mussels and hanging strands of seaweed wave in the water, attached to the walls.</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
20. Whirlpool</h3>
<div>
<div>
<b>Low Tide:</b>A low chamber with a hole in the middle of it. Water slowly rises out of the hole until it reaches ankle height, then gets sucked back down the hole. This repeats every few minutes.</div>
<div>
<b><br /></b></div>
<div>
<b>Mid Tide:</b> <br />
A low chamber with waist-high water getting sucked towards a whirlpool in the middle of the chamber. Get close and Save vs Stun or be drawn down the funnel and stuck where the hole narrows.</div>
<div>
<b><br /></b></div>
<div>
<b>High Tide: </b>A low chamber with shoulder-height water surging towards a whirlpool in the middle of the chamber. Entering the chamber risks getting sucked in - Save vs Stun or be drawn down the funnel and stuck where the hole narrows. </div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixSuAVnWfHIW0jZ7cilwOWSDIi2g_KaXis1IPn_9xLbyWwhQISFA8Ed8-cb97EWXb-UtFP7_qGRzA3E1mjSzHlx68Yr7BtkcP2Rgaz3BaTpu8st1_cQRCVTHEiEb2h6inU7a6WMQsu8qdX/s1600/whirlpool.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="433" data-original-width="650" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixSuAVnWfHIW0jZ7cilwOWSDIi2g_KaXis1IPn_9xLbyWwhQISFA8Ed8-cb97EWXb-UtFP7_qGRzA3E1mjSzHlx68Yr7BtkcP2Rgaz3BaTpu8st1_cQRCVTHEiEb2h6inU7a6WMQsu8qdX/s320/whirlpool.jpg" width="320" /></a></div>
<br /></div>
<h2>
Random Encounters</h2>
<div>
<i>Roll 1d6</i></div>
<div>
<div>
<ol>
<li>2d4 Smugglers</li>
<li>Giant Coneshell</li>
<li>2d6 Bastard Seagulls</li>
<li>1d6 Kleptomorphic Nudibranchs</li>
<li>1d6 Stoneshell Crabs</li>
<li>1d20 Jumping Lampreys</li>
</ol>
</div>
</div>
<div>
<br /></div>
<div>
<div>
<b>1. Smugglers</b></div>
<div>
1HD AC unarmoured ML5</div>
<div>
<i>Attacks: </i>Knives and long hooked poles</div>
<div>
<i>Attitude: </i>Low or Mid Tide - Follow quietly until the party is in trouble, then extort or kill them. High Tide - they've been caught out in the todal surge and will work with anyone if they can escape!</div>
<div>
<br />
<b>2. Giant Coneshell</b></div>
<div>
HD6 AC plate ML9</div>
<div>
<i>Attacks: </i>Neurotoxin Harpoon - Reach weapon deals 1d6 damage and Save vs Stun or fall unconscious for 10 minutes.</div>
<div>
Gulp - Swallow a victim whole, dealing 1d10 damage per round as they're smothered.</div>
<div>
<i>Abilities:</i> Insulin Cloud - Once per day while in water, ejects weaponised insulin into the surrounding water. Anyone in the cloud must Save vs Stun every round or lose their turn. Water-breathing creatures get no save.</div>
<div>
<i>Attitude: </i>A chest-high conical shell containing an ambush predator mollusk. Waits in ambush then harpoons a victim in the ankle and engulfs them. Much more dangerous in water since its weaponised insulin cloud can prevent others fighting back. Not fast, but good at burrowing into sand and gravel.</div>
<div>
<br /></div>
<div>
<b>3. Bastard Seagulls</b></div>
<div>
HD1 AC unarmoured ML9</div>
<div>
<i>Attacks:</i> 1d2 Peck or 1d4 flyby swoop attack</div>
<div>
<i>Abilities:</i> At will, a seagull can detect the distance and direction of hot potato chips within a half mile radius.</div>
<div>
<i>Attitude:</i> Extremely bad-tempered. Swoop if there's room, peck if there isn't, squawk no matter what.</div>
<div>
<br /></div>
<div>
<b>4. Kleptomorphic Nudibranch</b></div>
<div>
HD1 AC leather ML5</div>
<div>
<i>Attacks: </i>Whatever their target is using!</div>
<div>
<i>Abilities: </i>Morph Mucus - At will, exudes a massive amount of mucus in the form a nearby creature and pilots it from inside the chest! It has all the physical attacks of the target, but none of the magic or armour etc. The mimic has 1 HP for every HD of the target, and when it is destroyed the whole thing sucks back into the nudibranch's mouth ready to be re-exuded on their next turn.</div>
<div>
<i>Attitude:</i> Create mucus mimic of whatever looks most threatening, recreate the mimic any time it's destroyed to defend core body.</div>
<div>
<br /></div>
<div>
<b>5. Stoneshell Crab</b></div>
<div>
HD2 AC plate ML5</div>
<div>
<i>Attacks: </i>1d6 pincer - On hit, grapples.</div>
<div>
<i>Attitude: </i>Grapple foes and pinch them to death! Their stone shell gives them powerful armour, but once one is killed their crappy morale will send them packing.</div>
<div>
<br /></div>
<div>
<b>6. Jumping Lamprey </b><br />
HD0 (1HP) AC unarmoured ML5 <br />
<i>Attack:</i> Leaps up to 30' and latches on with its horrifying bloodsucking mouth! Each attached lamprey deals 1 point of damage per round. An attached lamprey can be pulled off as an Action (occupying your hand) or attacked with a weapon. If attacking, roll to hit vs AC 10. On hit, it's dead. On miss, it's dead and you deal weapon damage to the person it was latched onto. <br />
<i>Attitude: </i>Swim or jump in, latch onto flesh, suck the blood!</div>
</div>
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<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWHhGyuJkM8eyyAc-S6rUj_Z5sZ4M41_5EQ6zVQXpAS0sThG6ZNRgxpbB2qtrfEICKDFpEVgv2zX8wno2zYEKVaripwzPW3C2aL7BJjk2slRNTn7LGma2yBNrLm9LOFWAG0X3qr1Mgnw5v/s1600/narwhal.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="183" data-original-width="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWHhGyuJkM8eyyAc-S6rUj_Z5sZ4M41_5EQ6zVQXpAS0sThG6ZNRgxpbB2qtrfEICKDFpEVgv2zX8wno2zYEKVaripwzPW3C2aL7BJjk2slRNTn7LGma2yBNrLm9LOFWAG0X3qr1Mgnw5v/s1600/narwhal.jpeg" /></a></div>
<br /></div>
<h2>
Treasures</h2>
<div>
Roll 1d10:</div>
<div>
<div>
<ol>
<li>A silver locket with a severe woman's face in profile</li>
<li>A tarnished silver crown, studded with black gems</li>
<li>Golden sand dollars</li>
<li>Hyper-umami kelp, valuable to specialist chefs</li>
<li>Long boxes containing strange ornamental harpoons carved with grotesque frogs</li>
<li>Proper pirate treasure chest</li>
<li>A set of fishbone cutlery</li>
<li>An iron-bound narwhal horn</li>
<li>A cask of well-aged rum</li>
<li>An overstuffed walrus taxidermy sealed in a glass box.</li>
</ol>
<div>
<br /></div>
</div>
</div>
<div>
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<h2>
Happy Santicore, Wizzzargh!</h2>
<div>
<br /></div>
<div>
<br /></div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com3tag:blogger.com,1999:blog-4436797024696330837.post-18604791846213044872019-08-31T04:55:00.000-07:002019-09-09T08:09:05.540-07:00Making Magic: Redux<div>
<a href="https://docs.google.com/document/d/1T-Uw7wdvCZ5g2tlv9gKOGNrGPfBy5PtHpF7NsvY6XUM/edit?usp=sharing">Document here.</a></div>
<div>
<a href="https://tenfootpolemic.blogspot.com/2017/05/spell-research-slightly-more.html">Previous version.</a></div>
<div>
<br /></div>
While my previous <a href="https://tenfootpolemic.blogspot.com/2017/05/spell-research-slightly-more.html">Wizard Downtime</a> rules worked well enough, in the new post-apocalyptic paradigm I've been speeding up the ol' timeline so we'll get multiple years in-game per year of real time.<br />
<div>
This is the exact opposite of a lot of games where you'll play for years and the characters only experience a few months of hooning around killing things.</div>
<div>
<br /></div>
<div>
Hence the very important rejigging of Downtime mechanics to taking place in units of weeks and months rather than days. Spend a month off and you'll get 4 weeks of downtime to be used at your leisure. More on that when I've rejigged the rest of the Downtime rules. For now, magic!</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiANdHtpTJy7ffKS6GlOFghjO8Fc6jVjRTprwJUjyrLT44rtQxq0_IA385gJG1HifUfmARdrffzjADOpaUoiQG-NdpBV3KOdm3T4mEs4UXi3Il-LR-J3o8mQKSVY7cdE5nKjDc8ohHZ-Tfu/s1600/potions.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="379" data-original-width="400" height="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiANdHtpTJy7ffKS6GlOFghjO8Fc6jVjRTprwJUjyrLT44rtQxq0_IA385gJG1HifUfmARdrffzjADOpaUoiQG-NdpBV3KOdm3T4mEs4UXi3Il-LR-J3o8mQKSVY7cdE5nKjDc8ohHZ-Tfu/s320/potions.jpg" width="320" /></a></div>
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<h2>
Chaotic Casters</h2>
<div>
I've spiced this up a bit with some new mechanics, and some juicier potion-making rules that focus on replicating found potions <i>or </i>generating random potions until you get one you like.</div>
<div>
<br /></div>
<div>
<span id="docs-internal-guid-feb249a3-7fff-bd48-a942-ca9d59723ece"><br /></span>
<br />
<div align="center" dir="ltr" style="margin-left: 0pt;">
<table style="border-collapse: collapse; border: none; table-layout: fixed; width: 451.27559055118115pt;"><colgroup><col></col><col></col><col></col></colgroup><tbody>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b>Activity</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b>Time Taken</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b>Cost/Spell Level</b></span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Copy Spell to Spellbook</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">1 Week</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">30 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Research Existing Spell</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">2 Weeks</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">150 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Create New Spell</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">4 Weeks</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">300 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Potions</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">1 Week</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">150 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Scrolls</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">1 Week</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">300 obols</span></div>
</td></tr>
</tbody></table>
</div>
<span id="docs-internal-guid-feb249a3-7fff-bd48-a942-ca9d59723ece">
</span></div>
<div>
<br /></div>
<div>
<b><br /></b></div>
<div>
<b>Basic Gimmick</b><br />
You're rolling up to three dice, with the size of each die based on the following factors:</div>
<div>
<br /></div>
<div>
<div>
<i>Care: </i>Roll 1d6. Improve by taking more time. +1 die size per extra week taken.</div>
<div>
<i>Quality: </i>Roll 1d6. Improve by paying for higher quality materials. +1 die size per 100 obols.</div>
<div>
<i>Knowledge: </i>If you have access to a library, roll 1d6. Adjust die size by Intelligence Modifier.</div>
</div>
<div>
<br /></div>
<div>
ie. Joe Average the Wizard has access to a library and isn't bothering to spend extra time. He rolls 3d6.<br />
Smarto Richpants the Mage is in a town with no library but pays 300 obols for premium materials, and he's got a +3 Int Mod. He rolls 1d6+1d12 since the Quality is higher but without a library he can't put his superior intellect to use.</div>
<div>
<br /></div>
<div>
Roll and look up the result on the relevant table.</div>
<div>
<br />
<br /></div>
<div>
<b>Spells</b></div>
<div>
Add a spell to your spellbook, whether that's via copying a spell you have to hand, researching a spell that already exists in the game, or creating a whole new one.</div>
<div>
<span id="docs-internal-guid-2ef7ae9b-7fff-6cd6-9116-fb9a295eb928"><br /></span>
<br />
<div align="left" dir="ltr" style="margin-left: 0pt;">
<table style="border-collapse: collapse; border: none;"><colgroup><col width="55"></col><col width="545"></col></colgroup><tbody>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> <b> Roll</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b> Result</b></span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">13<</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Success! The Spell is now safely in your Spellbook.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">9-12</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Slippery. Roll one less d6 when casting this Spell spontaneously.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">5-8</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Seditious. Casting this spell simultaneously releases a Chaos Burst.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">4></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Sentient. The Spell becomes intelligent, taking the form of a Familiar of its choice. </span></div>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Your maximum Mana is permanently reduced by 1. </span></div>
</td></tr>
</tbody></table>
</div>
<span id="docs-internal-guid-2ef7ae9b-7fff-6cd6-9116-fb9a295eb928">
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<div>
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<br /></div>
<div>
<b>Potions</b><br />
Copy a potion you have to hand, or create a random potion.</div>
<div>
<span id="docs-internal-guid-aa0183aa-7fff-722d-9e29-a3353520948a"><br /></span>
<br />
<div align="left" dir="ltr" style="margin-left: 0pt;">
<table style="border-collapse: collapse; border: none;"><colgroup><col width="55"></col><col width="545"></col></colgroup><tbody>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> <b> Roll</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b> Result</b></span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">13<</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Success! The Potion is complete!</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">9-12</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Spoilage. Potion will expire at the end of the next month.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">5-8</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Soured. Drinking this potion deals 1d6 damage in addition to its effects.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">4></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Explosive! It goes terribly wrong! Take 1d6 damage to each ability score.</span></div>
</td></tr>
</tbody></table>
</div>
<span id="docs-internal-guid-aa0183aa-7fff-722d-9e29-a3353520948a">
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<div>
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<div>
<b>Scrolls</b><br />
Copy a spell you have to hand into a Scroll. Anybody can use a Scroll, but most classes require an Arcana roll to use it. <br />
If an appropriate caster identifies a Scroll with an Arcana roll (or the Identify spell), they Decipher it and don't have to use Arcana to cast it.</div>
<div>
<span id="docs-internal-guid-bc5bd701-7fff-d9fe-aa4d-89cc938e4115"><br /></span>
<br />
<div align="left" dir="ltr" style="margin-left: 0pt;">
<table style="border-collapse: collapse; border: none;"><colgroup><col width="55"></col><col width="545"></col></colgroup><tbody>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b> Roll</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b> Result</b></span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">13<</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Success! The Scroll is complete! It can be used once before it crumbles to dust.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">9-12</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Overcomplicated. Scroll can only be used if Deciphered by an appropriate caster.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">5-8</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Indecipherable. Scroll cannot be Deciphered, so must be cast with an Arcana roll.</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">4></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"> Illegible. Scroll is Indecipherable and casts a random spell when used.</span></div>
</td></tr>
</tbody></table>
</div>
<span id="docs-internal-guid-bc5bd701-7fff-d9fe-aa4d-89cc938e4115">
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<div>
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<div>
<br /></div>
<div>
<br /></div>
<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiia3bQDWgFbD6sZEx3Opk9CFwvJiDqHPPLuDcIoQnokJb9wnBQhCwm6RyGS9Urw6kq-PRNyhzW_vsaaW5WK0k-iDzUXfp6w0cSrODwwU-w0DA0YOt2-mmZrild-tCxnVhIRfALEm4GRr1e/s1600/potion+seller.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="492" data-original-width="680" height="231" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiia3bQDWgFbD6sZEx3Opk9CFwvJiDqHPPLuDcIoQnokJb9wnBQhCwm6RyGS9Urw6kq-PRNyhzW_vsaaW5WK0k-iDzUXfp6w0cSrODwwU-w0DA0YOt2-mmZrild-tCxnVhIRfALEm4GRr1e/s320/potion+seller.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white; color: #1a1a1b; font-family: "noto sans" , "arial" , sans-serif; font-size: 14px;">MY POTIONS ARE TOO MUCH FOR A BEAST, LET ALONE A MAN!</span></td></tr>
</tbody></table>
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<br /></div>
<h2>
Clerics</h2>
<div>
Over half the current party are Clerics, to my delight. They're very very powerful and have some fun gimmicks.</div>
<div>
A potential issue with the well-received new <a href="https://tenfootpolemic.blogspot.com/2019/04/cleric-rework-miracles-holy-war-and-you.html">Cleric rules</a> is that Clerics lost a few of their more powerful high level spells - namely Cure Disease and Remove Curse - so these are Downtime things now. Honestly it fits better this way - Curing Disease with a snap of the fingers is a little boring.</div>
<div>
<br /></div>
<div>
<span id="docs-internal-guid-6d03534e-7fff-5025-bc22-b9c19d5ec481"><br /></span>
<br />
<div align="center" dir="ltr" style="margin-left: 0pt;">
<table style="border-collapse: collapse; border: none; table-layout: fixed; width: 451.27559055118115pt;"><colgroup><col></col><col></col><col></col></colgroup><tbody>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b>Activity</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b>Time Taken</b></span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica sc" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;"><b>Cost</b></span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Bless Holy Water</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">1 Week</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Free</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Hasten Recovery</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">1 Week</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">100 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Treat Disease</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">2 Weeks</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">200 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Transfer Curse</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">2 Weeks</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">500 obols</span></div>
</td></tr>
<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">Sanctify Church</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">4 Weeks</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; overflow-wrap: break-word; overflow: hidden; padding: 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt 1.4173228346456694pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt; text-align: center;">
<span style="font-family: "im fell double pica" , serif; font-size: 12pt; vertical-align: baseline; white-space: pre-wrap;">1000 obols</span></div>
</td></tr>
</tbody></table>
</div>
<span id="docs-internal-guid-6d03534e-7fff-5025-bc22-b9c19d5ec481">
</span></div>
<div>
<b><br /></b>
<b><br /></b>
<b>Bless Holy Water</b><br />
<div>
Gain 1 vial of Holy Water per level.</div>
<div>
Holy Water burns unholy creatures like undead, demons and elves for 1d8 damage.</div>
<div>
Holy Water can be stacked 5 to an encumbrance slot.</div>
</div>
<div>
<br /></div>
<div>
<b>Hasten Recovery</b><br />
<div>
Miraculously increase the recovery speed of a person suffering from a lingering injury.</div>
<div>
Each Hasten Recovery ritual reduces their recovery time by one week.</div>
</div>
<div>
<br /></div>
<div>
<div>
<b>Treat Disease</b></div>
<div>
Alleviate the symptoms and halt the progression of all diseases afflicting a person.</div>
<div>
At the end of the ritual they may make a Save vs Law against each disease afflicting them, curing that disease on success.</div>
<div>
<br /></div>
<div>
<b>Transfer Curse</b></div>
<div>
Remove a curse from a person and place it into another vessel. The vessel can be any object, living or inanimate, but it must be present for the entirety of the ritual.</div>
<div>
If the vessel is a willing person the transfer is automatic. Else the afflicted must pass a Save vs Law to successfully transfer the curse.</div>
<div>
If the cursed vessel is ever killed or broken, the curse moves to the one who destroyed it.</div>
<div>
<b><br /></b></div>
<div>
<b>Sanctify Church</b></div>
<div>
Consecrate a building or structure to become a Church of your faith.</div>
<div>
Churches are consecrated ground and painful for wholly Chaotic beings like demons, elves and undead to enter. Such creatures cannot use their supernatural powers within the area, and corpses in the area cannot be animated.</div>
<div>
The sanctification lasts as long as the structure is used as a place of worship, or until the Church is desecrated by destroying the altar.</div>
</div>
<div>
<br /></div>
<div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdvcUtlqA90eqC9aAfE3WijgSaolguASSK_6ka1vT2d82_S9-BLFY79gNpQWb0w9IhTlUTd62FXgSB4MWAlAFz00KjsXZeSTJ49Y5fEYl9zG-5llN3FMMivgDXaPdKhOVpjDv_4OBlphbU/s1600/templar.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="701" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdvcUtlqA90eqC9aAfE3WijgSaolguASSK_6ka1vT2d82_S9-BLFY79gNpQWb0w9IhTlUTd62FXgSB4MWAlAFz00KjsXZeSTJ49Y5fEYl9zG-5llN3FMMivgDXaPdKhOVpjDv_4OBlphbU/s320/templar.jpg" width="292" /></a></div>
<br /></div>
<div>
<br /></div>
<h2>
Discussion</h2>
<div>
<b>Wizards</b><br />
<br />
<i>Spells</i><br />
Some mild changes here on top of the timings, most interestingly - the potential to create a <a href="http://goblinpunch.blogspot.com/2015/11/two-spells-and-class-spellborn-homunculi.html">sentient spell</a>! Extremely rare if you've got access to a library, but out in the woods with the hedge witches I suppose these things must be more common...<br />
The other downsides are to make it more in-line with the new <a href="http://tenfootpolemic.blogspot.com/2019/05/magic-user-rework-fuck-spell-slots-get.html">Mana rules</a> for wizards.<br />
<br />
<i>Potions</i><br />
I don't have enough opportunities to give players random potions, so here's a way for players to brew their own!<br />
Rather than something boring like "brew a single-target spell you know into a potion", this now creates a random potion, or lets you clone a potion you already have. Much improved!<br />
<br />
<i>Scrolls</i><br />
Deciphering is a bit messy. Basically any class can use any scroll with an Arcana roll. To allow MUs to use MU scrolls and Necros to use Necro scrolls without risk, successfully identifying a scroll means you can cast it without risk if it's on-type for your magic.<br />
Full text for identifying scrolls and wands -<br />
<span style="font-family: "courier new" , "courier" , monospace;">Roll Arcana. On success, you identify the spell. </span><br />
<span style="font-family: "courier new" , "courier" , monospace;">You also Decipher it if your character class can cast it. You can use Deciphered Spellbooks normally, and cast from Deciphered scrolls as an Action.</span><br />
<div>
<br /></div>
<br />
<b>Clerics</b><br />
<b><br /></b>
<i>Holy Water</i><br />
Clerics can create holy water for free now! Good for fighting demons and elves and undead, so on-brand for Clerics.<br />
<br />
<i>Hasten Recovery</i><br />
With the new Cleric comes the loss of classic Cure spells in favour of a <a href="https://tenfootpolemic.blogspot.com/2019/03/cleric-rework-fuck-spell-slots-get.html">healing pool mechanic</a>. This does mean that there's no Cure Critical Wounds to heal a broken arm or something, so we've got this activity instead.<br />
A team of Clerics healing one person seems pretty Christ-like. Maybe the disciples were Clerics too?<br />
<br />
<i>Treat Disease</i><br />
A classic Cleric job, but in downtime form. Not much more to say really.<br />
<br />
<i>Transfer Curse</i><br />
I never liked that Clerics could just cure a curse. Curses are fun!<br />
So now there's this, which means a curse must be transferred to some other vessel.<br />
The classic Levitican trick of a <a href="https://en.wikipedia.org/wiki/Scapegoat">Scapegoat</a> will totally work though!<br />
<br />
<i>Sanctify Church</i><br />
A fun one because my campaign is going to have a through-thread of spreading across the world and repopulating it, chiefly by settling new towns in the horrible poisoned wastes. New towns need new churches, and this is how to make them!</div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com0tag:blogger.com,1999:blog-4436797024696330837.post-91636167483418091882019-07-24T23:42:00.003-07:002020-01-06T08:31:29.825-08:00Post-Apoc Fantasy Hexcrawl Rules The end of the world dragged my campaign kicking and screaming from a civilised network of roads and cities to a proper hexcrawl across the barren earth.<br />
<br />
This is an awful, painful place to travel through. The air burns to breathe, the rain is acid, and the threat of a Gas Front rolling through and vapourising all organic life is ever-present.<br />
It's harsh, it's slow, and it's draining, but looting the ruins of the old world is an extremely profitable line of work...<br />
<br />
<h2>
Intent</h2>
<b>Harsh</b><br />
Travel in the post-apocalypse is dangerous due to the harsh environment and the toxic weather.<br />
Almost everything is dead out there, so the classic travel danger of creature encounters is replaced with more impersonal forces like horrible rain or choking mists.<br />
These rules are meant to refocus my campaign so that travel itself is part of the meat of the game, something players have to think about and plan around, rather than just a time tax between destinations.<br />
<b><br /></b>
<b>Slow</b><br />
Travel in the post-apocalypse is slow. Roads are old and ruined, towns have fallen into decay, and travel is physically exhausting. Gone are the days when you could zip across the regional map in less than a week by road, we're in the Post-Apocalypse now.<br />
I like the idea that my well-used map effectively changes scale without changing size. Quick trips taken by road or by air in the past will now take several days, and it will be a logistical challenge to carry all you need to survive without slowing yourself down.<br />
<br />
<b>Exploratory</b><br />
A game set in a relatively civilised area of towns linked by roads is tacitly a <a href="http://hillcantons.blogspot.com/2014/11/pointcrawl-series-index.html">pointcrawl</a>. You travel between destinations by road and rarely trudge through the wilderness.<br />
Not so in the post-apocalypse. Now we're in a proper hexcrawl, and that means exploring!<br />
Nobody really knows what's out there any more, but there are old maps and memories of the old world (even for the players, who have "lived" in this world for years).<br />
The players are now explorers, pioneers, and treasure hunters in a world they once knew. It's pretty cool!<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9q3GD-dF-jRslOMQmQLq3mA0lynw6-lFO7CZdbAF4ggMqZSuRiNAjGAsVwBq7OmGoX-A0zxEHDRfdrEWqcsGRD9NeujSfnP19Ogooaf1PvJBQHUi9KJIhNR-1vXIvVPjPsRWpp3uAfkt1/s1600/map+-+Hex.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9q3GD-dF-jRslOMQmQLq3mA0lynw6-lFO7CZdbAF4ggMqZSuRiNAjGAsVwBq7OmGoX-A0zxEHDRfdrEWqcsGRD9NeujSfnP19Ogooaf1PvJBQHUi9KJIhNR-1vXIvVPjPsRWpp3uAfkt1/s320/map+-+Hex.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Extent of player exploration to date</td></tr>
</tbody></table>
<h2>
Base Units</h2>
<div>
<b>Distance</b><br />
Distance is measured in Miles.<br />
The world is divided into 1 mile Hexes.</div>
<div>
<b><br /></b></div>
<div>
<b>Time</b><br />
Overland time is divided into Watches.<br />
Each Watch is approximately 4 hours of activity.<br />
6 Watches per 24 hour period.</div>
<br />
<h2>
Basic Procedure</h2>
<div>
Each Watch follows these steps -</div>
<div>
<ol>
<li><b>Group Up:</b> If they wish, the party can form into separate groups.</li>
<li><b>Choose Activity:</b> Each group decides what they're doing this Watch</li>
<li><b>Lost:</b> If outfield, the DM secretly checks to see if each group is lost.</li>
<li><b>Encounters:</b> Roll and resolve encounters per group. 1d6 if outfield, 1d12 if encamped.</li>
<li><b>Weather:</b> Resolve weather effects.</li>
<li><b>Activity:</b> Resolve the activity itself per group.</li>
</ol>
</div>
<div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOk1ns7Xz12z6LZ5-o1ZbQYf4-L9QhTN_5MNmhXoDRrDeQ_InCT2px1iXMlh2F6BVLZLSqfp1SUQ_pxLZXe3p7GCF25b3v00jPnX1_-_iGYvp6LlqVR1D4SrtGzUcYcNKyaVk5Yxpu_aFi/s1600/foot+travel.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="946" data-original-width="1339" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOk1ns7Xz12z6LZ5-o1ZbQYf4-L9QhTN_5MNmhXoDRrDeQ_InCT2px1iXMlh2F6BVLZLSqfp1SUQ_pxLZXe3p7GCF25b3v00jPnX1_-_iGYvp6LlqVR1D4SrtGzUcYcNKyaVk5Yxpu_aFi/s400/foot+travel.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Where would we be without laminated gimmick sheets?</td></tr>
</tbody></table>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaBEkBXTf-pFB21BHkVYnkmGcU9N7ljxiM98yumyv7kl7UhghuOMbxvvYKVb_m5MarGidxX4mmJ1BY_cRTSmRpqn8pJqJ_sGnA5wuRalI1rkIiraTLGDsfxUCozC02h-ChexY5se1YAdX0/s1600/MVIMG_20190702_084937.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaBEkBXTf-pFB21BHkVYnkmGcU9N7ljxiM98yumyv7kl7UhghuOMbxvvYKVb_m5MarGidxX4mmJ1BY_cRTSmRpqn8pJqJ_sGnA5wuRalI1rkIiraTLGDsfxUCozC02h-ChexY5se1YAdX0/s400/MVIMG_20190702_084937.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Previous laminated gimmick sheet in action. This is Winter, so the day only lasts 2 Watches / 8 hours.</td></tr>
</tbody></table>
<br />
<br /></div>
<div>
<h2>
Travel</h2>
This is the main thing with hexcrawl rules so I'm putting it first!</div>
<div>
<br />
<b>Maximum Travel Distance</b></div>
<div>
On foot, your speed is limited by your Encumbrance.<br />
I'd probably double these for pre-Apocalypse travel.</div>
<div>
<br /></div>
<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: arial,sans,sans-serif; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="104"></col><col width="84"></col></colgroup><tbody>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Travel Speed"}" style="font-weight: bold; overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Encumbrance</td><td data-sheets-value="{"1":2,"2":"Miles/Watch"}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;"><b>Miles/Watch</b></td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Unencumbered"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Unencumbered</td><td data-sheets-value="{"1":3,"3":4}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; text-align: right; vertical-align: bottom;">4</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Lightly"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Lightly</td><td data-sheets-value="{"1":3,"3":3}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; text-align: right; vertical-align: bottom;">3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Heavily"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Heavily</td><td data-sheets-value="{"1":3,"3":2}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; text-align: right; vertical-align: bottom;">2</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Morbidly"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Morbidly</td><td data-sheets-value="{"1":3,"3":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; text-align: right; vertical-align: bottom;">1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Over"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Over</td><td data-sheets-value="{"1":3,"3":0}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; text-align: right; vertical-align: bottom;">0</td></tr>
</tbody></table>
<div>
<br />
<b>Exhaustion</b><br />
This is one of the main limiting mechanics to travel.<br />
Each point of Exhaustion gives you a -1 penalty to all ability score modifiers and counts as an Oversized item (ie. +1 Encumbrance), slowing you down.<br />
If it's been over 4 Watches (16 hours) since your last Rest, you take 1 Exhaustion per Watch.<br />
Weather also commonly builds up Exhaustion, eventually forcing you to stop and rest.<br />
<br />
<b>Trails</b><br />
You can intentionally leave a Trail as you travel.<br />
This gets added to the map, making it easier to backtrack and easier to take the same route at a later date.<br />
There might be times when you don't want to leave a Trail (like if someone's tracking you), but most of the time you'll want to leave one.<br />
<br />
<b>Travel by Vehicle</b><br />
See the rules for Vehicles at the bottom of the post.<br />
In short - vehicles are great for carrying stuff and protecting occupants from the weather, but they're liable to crash off-road. Wagon trains encouraged.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeshUzmBZFl_rZn6k_9o1eRT0ByEOVzO_o0EMDQVgggUZu4lOmF2yyEh0x4zXhI6GoXx3dcuyTsTzMWbg8sLwYOl8djp4e9QSK5hMfEMOp5OsewT0eYqQowV0-5o4ZBMRz7XXoncuSy5JR/s1600/Apocalypse-Albert_Goodwin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="619" data-original-width="1000" height="198" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeshUzmBZFl_rZn6k_9o1eRT0ByEOVzO_o0EMDQVgggUZu4lOmF2yyEh0x4zXhI6GoXx3dcuyTsTzMWbg8sLwYOl8djp4e9QSK5hMfEMOp5OsewT0eYqQowV0-5o4ZBMRz7XXoncuSy5JR/s320/Apocalypse-Albert_Goodwin.jpg" width="320" /></a></div>
<br /></div>
<h2>
Watch Activities</h2>
<div>
Some examples of things you can do in one Watch.<br />
Encounters are rolled on an <a href="https://tenfootpolemic.blogspot.com/2017/08/improving-your-encounter-tables-with.html">encounter grid</a> (see Encounters section below).<br />
Encounter chances are effectively halved when you're encamped.<br />
<br />
<b>Outfield Activities</b><br />
Basically any activity where you're moving around in the open exposed to the elements.<br />
Encounter severity is rolled on 1d6.<br />
<br />
Suggestions include:<br />
<ul>
<li><b>Travel: </b>See Travel section above.<br />Basically just move as far as you want up to your group's maximum travel distance.</li>
<li><b>Explore: </b>Search a hex for things of interest. <br />No need to roll, you just find anything in the hex by the end of the Watch.</li>
<li><b>Forage: </b>Search for sustenance. <br />See Foraging section below.</li>
</ul>
<b>Encamped Activities</b></div>
<div>
Basically anything you want to do that doesn't involve leaving an immediate area.<br />
It probably goes without saying that anyone at the same campsite is in the same group for encounter purposes.<br />
Encounter severity is rolled on 1d12, with results 7-12 as "nothing happens".<br />
<br />
Suggestions include:<br />
<ul>
<li><b>Set Camp: </b>Set up tents and organise the camp site, ie. draw the map of the camp.<br />Important if some sort of post-apocalypse beast comes sniffing around.<br /><i>Shielded Camps:</i> Some hexes have protected campsites that are good enough to resist deadly Gas Fronts and other dangers. Resist all weather effects, and when Encounters are rolled you can replace the result with "nothing happens" if you wish.</li>
<li><b>Cook Food: </b>As per the <a href="http://tenfootpolemic.blogspot.com/2018/10/dungeon-masterchef-cooking-subsystem.html">Dungeon Masterchef</a> post.<br />We've seen multiple cookoffs so far, which pleases me greatly!</li>
<li><b>Forecast: </b>Check to see where the weather's heading.<br />Roll Bushcraft. On success, you can tell what the next weather change will be. <br />On failure, you at least know the possibilities.</li>
<li><b>Rest: </b>See Getting Some Rest section below</li>
</ul>
</div>
<div>
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<h3>
Foraging</h3>
<div>
It might look like everything's dead out there... but if you know where to look you'll find some strange edible flora and fauna that's managed to adapt to the toxic atmosphere and frequent all-devouring Gas Fronts.</div>
<br />
<b>Forage</b><br />
Roll a Bushcraft group check (ie. use highest Bushcraft score in the group).<br />
On success, find 1d4 Ingredients +1 per additional forager.<br />
The Ingredient you find is based on terrain. Roll 1d10 on the associated Forage table to see what you find!<br />
<br />
<i>***PLAYERS DON'T CLICK***</i><br />
You can find my current (incomplete) Forage tables in <a href="https://docs.google.com/spreadsheets/d/1M_Zi2w6L9jvUDFD3-ZOrwn_l3AyZCxQ-X343OurqrD8/edit?usp=sharing">this sheet</a>. It's all weird stuff adapted to the post-apocalypse, so you'd want to change it to Nettles and Mushrooms and stuff for non-fucked settings.<br />
<i>***THANKS FOR BEING GOOD!***</i><br />
<br />
<b>Set Forage</b><br />
The first time Forage is found in a hex it becomes easier to find that particular Ingredient there. Set Forage by adding the Ingredient to the hex description.<br />
Any time that hex is successfully foraged in the future, the forager rolls the 1d10 and can choose between that and the Set Forage.<br />
Really good if you know you need a certain foraged ingredient for a particular <a href="http://tenfootpolemic.blogspot.com/2018/10/dungeon-masterchef-cooking-subsystem.html">meal</a>!<br />
<br />
<b>Weather Boost</b><br />
Each type of Forage is more prevalent during certain weather (see Weather below).<br />
During the right weather, boost the Ingredients roll twice - from 1d4 to 1d8.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGfeLM16vPFo5o3U3MyHl6xFK8kSLB3Nz5gatqL5DMyPq3f2KrcfX3tjCbXHX8b8MXlyCWQj3z4XwbL0uAYnUwe_R4HwXfrB99ycWPCYIQckbrpYLdQGnAL-d-_qATURLw6_wgRAmAIUFj/s1600/hills+forage.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="414" data-original-width="874" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGfeLM16vPFo5o3U3MyHl6xFK8kSLB3Nz5gatqL5DMyPq3f2KrcfX3tjCbXHX8b8MXlyCWQj3z4XwbL0uAYnUwe_R4HwXfrB99ycWPCYIQckbrpYLdQGnAL-d-_qATURLw6_wgRAmAIUFj/s400/hills+forage.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Example for Hills areas. If you want Popjack, go out during a Haze!</td></tr>
</tbody></table>
<b>Season</b><br />
In Winter, find 1 Ingredient per forager in the group only.<br />
I was considering having proper seasonal forage, but it's easier to just add some seasonal flavour to the description. Plus that'd be a lot of backend work to track forage per hex per season!<br />
<br />
<br />
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<br />
<h3>
Getting Some Rest</h3>
<div>
Sleeping out in the wastes is hard when you're plagued by itches and your mate's coughing up a lung on the bedroll next to you. Luckily you're often so tired that you don't care.<br />
Going more than 4 Watches without a rest gives you one point of Exhaustion per Watch.</div>
<div>
<br />
<b>Shelter</b><br />
Scratch-built shelter won't do in the post-apocalypse. You need a proper Survival Tent!<br />
<a href="https://docs.google.com/document/d/1F6v7TAUHe3RZhiR9QQBEXlzkxFeWiQcgxGBR01qQ6rA/edit?usp=sharing">Costs available here.</a><br />
<br /></div>
<div>
<b>Rest</b><br />
Resting for a single Watch heals 1 point of Exhaustion.</div>
<div>
<br /></div>
<div>
<b>Long Rest</b><br />
Resting for two Watches in a row cures all Exhaustion.<br />
You get Overnight Healing rates as per <a href="https://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">the house rules</a>.<br />
In short:<br />
- No Food and/or Shelter: If you're on 0HP, no healing. Else heal your Bushcraft score in HP.<br />
- Food and Shelter: Heal up to the next step of Half HP, Full HP, or Full+1d6 HP.</div>
<div>
<br /></div>
<div>
<b>Convalescence</b><br />
Resting for a whole 24 hours (6 Watches in a row) with food and shelter heals ability scores.<br />
Save vs Doom. On success, heal 1 point of stat damage in all affected ability scores.</div>
<div>
</div>
<br />
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<br />
<h2>
Getting Lost</h2>
It's fairly easy to lose your way if you're not following a trail, especially with the terrible weather and the way the air stings your eyes. I cannot emphasise enough how much the post-apocalypse sucks.<br />
The base chance of getting lost while outfield is <b>1 in 6</b>, adjusted by the following modifiers:<br />
<br />
<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: arial,sans,sans-serif; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="138"></col><col width="75"></col></colgroup><tbody>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Getting Lost"}" style="font-weight: bold; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Getting Lost</td><td data-sheets-value="{"1":2,"2":"Chance to get lost (Base 1 in 6)"}" style="font-weight: bold; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Modifier</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Follow Road/River"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Following Road/River</td><td data-sheets-value="{"1":2,"2":"-3","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"To Visible Landmark"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">To Visible Landmark</td><td data-sheets-value="{"1":2,"2":"-2","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-2</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Follow Trail"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Following Trail</td><td data-sheets-value="{"1":2,"2":"-1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Follow previous map"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Following Map</td><td data-sheets-value="{"1":2,"2":"-1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Clear Weather"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Clear Weather</td><td data-sheets-value="{"1":2,"2":"-1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hazy"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Hazy</td><td data-sheets-value="{"1":2,"2":"+1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Rainy"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Rainy</td><td data-sheets-value="{"1":2,"2":"+3","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Fog"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Foggy</td><td data-sheets-value="{"1":2,"2":"+5","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+5</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Night (Bright)"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Night (Bright Moon)</td><td data-sheets-value="{"1":2,"2":"+1","6":1}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Night (Quarter)"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Night (Quarter Moon)</td><td data-sheets-value="{"1":2,"2":"+3","6":1}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Night (Dark)"}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Night (Dark Moon)</td><td data-sheets-value="{"1":2,"2":"+5","6":1}" style="overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+5</td></tr>
</tbody></table>
<br />
If a group gets lost while travelling the DM secretly rolls on this chart to see which way they went. They leave their intended path at a random point in the journey.<br />
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</div>
If they get lost while exploring or foraging within a hex, they simply end up in a random hex nearby.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMoLnPnH1WUsithMSHhPRbHAUPFttBygrfeC0g1m0sX5-dt5oLSaoRldo3sMYN9dmDZWEghxkGsak6R8GX20iKE3r897xCV0NQKVOnet0qfm9uJ6rauXpUhP6mXGdcBoizTGjHkt-04knI/s1600/MVIMG_20190723_161022.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1573" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMoLnPnH1WUsithMSHhPRbHAUPFttBygrfeC0g1m0sX5-dt5oLSaoRldo3sMYN9dmDZWEghxkGsak6R8GX20iKE3r897xCV0NQKVOnet0qfm9uJ6rauXpUhP6mXGdcBoizTGjHkt-04knI/s320/MVIMG_20190723_161022.jpg" width="314" /></a></div>
A lost group makes a Bushcraft group check (ie. use highest Bushcraft score).<br />
On success, they know their bearing, how far off course they are, and the direction of their intended destination. On failure they've got no idea.<br />
Groups that left a trail behind them could retrace their steps, those who don't might be in trouble.<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMMzzxdOa4n7QFTKBZu1UWzILbsFqbEy0lPiPhXIMFf3zOJagiF2TfpgVHzRn_iFCE-2zkRZ4ecVV6Rgqan9nxmmFexa3woYMXXoWExvj_b6EfcE5dzc-dT4IkWHcfrgDQHkr6FMZyKBsd/s1600/crab.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="965" data-original-width="1080" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMMzzxdOa4n7QFTKBZu1UWzILbsFqbEy0lPiPhXIMFf3zOJagiF2TfpgVHzRn_iFCE-2zkRZ4ecVV6Rgqan9nxmmFexa3woYMXXoWExvj_b6EfcE5dzc-dT4IkWHcfrgDQHkr6FMZyKBsd/s320/crab.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Stoneshell Crab, by our own Tom</td></tr>
</tbody></table>
<div>
<h2>
<br />
Encounters</h2>
<div>
Overland encounters use an <a href="http://tenfootpolemic.blogspot.com/2017/08/improving-your-encounter-tables-with.html">encounter grid</a> as per that post.<br />
Encounter severity roll depends on whether the group is Outfield or Encamped.<br />
1d6 for Outfield.<br />
1d12 for Encamped.</div>
<div>
<br /></div>
<div>
Encounters with actual creatures are rare, so they're on the low and high ends of the bell curve.</div>
The special part is that there are common entries that change based on terrain, weather and hex.<br />
<br />
<i>***PLAYERS DO NOT CLICK***</i><br />
You can check out the <a href="https://docs.google.com/spreadsheets/d/1i0Qz7U4qB1KEmCdq3a1LozALADUdCpXESYCLoka1_ck/edit?usp=sharing">encounter grid I'm currently using here</a>.<br />
<i>***PHEW THANK YOU THAT WAS CLOSE***</i><br />
<br />
Base results are these, so I can explain the special non-creature ones.</div>
<div>
<ol></ol>
<div>
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<br />
Probability fiends will note that there's only a 33% chance of an encounter involving a creature.<br />
<br />
The environmental "encounters" are these:<br />
<ul>
<li><b>Weather Effect:</b> Doubles down on weather effects, no matter the weather.</li>
<li><b>Terrain Special:</b> Changes based on terrain, so Hills is different to Plains and so on. Sometimes cause something to be added to the map, like a new fissure appearing in a Hills area.</li>
<li><b>Hex Special:</b> Involves the current hex they're in.</li>
<li><b>Weather Special:</b> Changes based on weather, so Haze is different to Acid Rain and so on. Usually additional badness, but sometimes something nice happens like the rain lets up for a bit!</li>
<li><b>Rogue Weather:</b> The weather changes! This is temporary and the weather has turned back by the end of the Watch. If the party splits up and multiple groups get different Rogue Weather I guess the results are <a href="https://www.youtube.com/watch?v=u8q5ORRjI_s&feature=youtu.be&t=137">strangely localised.</a></li>
</ul>
<div>
The effects change with the severity roll. You can see the effects on the encounter grid linked above.</div>
<div>
<br /></div>
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<br /></div>
</div>
<h2>
Weather</h2>
<div>
Since it's after the end of the world there is now a massive focus on environmental dangers, chiefly the weather. Plus complaining about the weather brings us together as Englishmen.<br />
The stinging Haze leads onto Acid Rain or thick Chokestorms, and deadly Gas Fronts are an ever-present threat. Thank goodness the Gas Fronts are usually preceded by the crackling electrical storms of the Warning so people know when to get to cover. And all that's just in Spring!<br />
<br />
<i>***PLAYERS DO NOT CLICK***</i><br />
Weather types as of right now can be <a href="https://docs.google.com/spreadsheets/d/1jrqwgPs7U3ANMKCnewy8uquEnn0V6Ur4MuUpHkq6ZAE/edit?usp=sharing">found here</a>.<br />
<i>***CHEERS!***</i></div>
<div>
<br /></div>
<div>
<b>Survival Gear</b><br />
It's awful out there. You need protective clothing and a breather mask to last long out in the wastes.<br />
<b><i>Survival Gear</i></b> replaces normal armour and follows the same rules (see <a href="http://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">house rules</a>). <br />
Short version - Certain effects can Notch your armour, each Notch reducing its AC by 1. If this ever makes it worthless, it falls apart and is irreparable.<br />
<b><i>Filter Masks</i></b> replace Helmets. They can be destroyed by certain <a href="http://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">Death and Dismemberment effects</a>.</div>
<div>
<a href="https://docs.google.com/document/d/1F6v7TAUHe3RZhiR9QQBEXlzkxFeWiQcgxGBR01qQ6rA/edit?usp=sharing">Prices here</a>.<br />
<br /></div>
<div>
<b>Six-Dimensional Weather</b><br />
Invented by <a href="http://whatwouldconando.blogspot.com/">Daniel Sell</a> at <a href="http://whatwouldconando.blogspot.com/">What Would Conan Do</a>, this hex-based <a href="http://whatwouldconando.blogspot.com/2017/04/five-dimensional-weather.html">Six-Dimensional Weather</a> is the foundation of this weather system. You can see how it works at <a href="https://whatwouldconando.blogspot.com/2017/04/five-dimensional-weather.html">that link</a>. It's very clever!</div>
<div>
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<br />
<br />
<b>Types of Weather</b><br />
There are six types of weather. Each season has a variation on the theme.<br />
<ul>
<li><b><i><span style="color: #38761d;">Haze: </span></i></b>Common travelling weather. Fair visibility, but exhausting to walk in.</li>
<li><i style="font-weight: bold;"><span style="color: #741b47;">Acid Rain:</span></i><br />Heavy rain that eats away at your gear. Bad visibility.</li>
<li><i style="font-weight: bold;"><span style="color: #0b5394;">The Warning:</span></i><br />Precedes Gas Fronts. Lightning storms that are safe to walk in unless you clash metal on metal.</li>
<li><i style="font-weight: bold;"><span style="color: #990000;">Gas Front:</span></i><br />Lethal fog of Omnipoison converts all organic life it touches into more Omnipoison. If you're lucky you die instantly.</li>
<li><i style="font-weight: bold;"><span style="color: #666666;">Clear:</span></i><br />A rare reprieve from the weather!</li>
<li><i style="font-weight: bold;"><span style="color: #b45f06;">Storm:</span></i><br />Seasonal variation, always terrible. Usually a worse version of the Haze with bad visibility.</li>
</ul>
<b>Weather Change</b><br />
Weather moves around the hex map every dawn and dusk.<br />
When the weather changes, roll the next change in advance so players can Forecast it.<br />
<b><br /></b>
<b>Weather Effects</b><br />
Each type of weather has an associated Effect.<br />
If you're not wearing survival gear <i>and</i> a breather helm, you also take the Exposure effect. Somehow despite wearing practically nothing, Barbarians always count as wearing survival gear and breather helm.<br />
If combat occurs, Encounter Conditions apply.<br />
For example these are the Weather possibilities for Spring. You'll notice pretty much everything sucks. That's the post-apocalypse for you!<br />
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<br />
<b>Forecasting</b><br />
An Encamped activity.<br />
Roll Bushcraft. <br />
On success, you know what the weather will be next time it changes. <br />
On failure, you at least know the potential options.<br />
<br />
<b>Fast Forwarding</b><br />
If you ever need to fast forward the weather, like if players are resting up safely in town for a while, just roll a weather change twice per week. <br />
It's assumed that the <a href="https://en.wikipedia.org/wiki/Random_walk">random walk</a> did a completely average return-to-origin loop for 6 days, then went somewhere else on the 7th day.<br />
If I had a computer program that could do it for me I'd use that though!<br />
<br />
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</div>
<div>
<h2>
Seasons</h2>
<div>
Seasons change over the course of the campaign, especially since I'm intentionally pushing the timeline forward by limiting the PCs to one Expedition or <a href="http://tenfootpolemic.blogspot.com/2015/04/the-cost-of-living-downtime-activities.html">Downtime activity</a> per in-game month.<br />
<br />
<b>Weather</b><br />
Each Season has a different spin on the basic weather types (see that section above) and a different feel.<br />
<ul>
<li><b>Spring</b> sets the standard. Variable levels of crap weather. Relatively rare Gas Fronts but potentially interminable Chokestorms might stop travel for days.</li>
<li><b>Summer</b> has long stretches of clear days, but if it gets bad it tends to stick. Hot weather is exhausting for anyone in heavier gear.</li>
<li><b>Autumn</b> is all wet and miserable. Rain tends to last, alternating between acid rainstorms and an interminable hissing rain that makes it easy to get lost.</li>
<li><b>Winter</b> is brutally cold. Travelling requires you to have Cold Weather Gear - an Oversized item - lest you freeze to death. At least Gas Fronts freeze into the ground in winter.</li>
</ul>
<b>Day Length</b><br />
The day gets longer and shorter over the course of the year. <br />
Your chance of getting lost increases at night (see Getting Lost section above).<br />
Watches from dawn until dusk:<br />
<ul>
<li><b>Summer:</b> 4 Watches</li>
<li><b>Spring/Autumn:</b> 3 Watches</li>
<li><b>Winter:</b> 2 Watches</li>
</ul>
<div>
<br /></div>
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<br /></div>
<div>
<h2>
Travel by Vehicle</h2>
</div>
<div>
Finally, travel by Vehicle!</div>
<div>
This ties in better to the roads in the seasonal Rebuild Phase (to come) but the travel stuff is relevant.<br />
While vehicles have the potential to be slightly faster than a party on foot, they're mostly about carrying supplies and/or protecting occupants from the weather.</div>
<div>
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheMkrAm9YwYfOdvVxAnBF4LQdHqlucAUd_dFseyesgxUzS7ZdMCEiq6gFn9xfeWEOnVKnJt_dMkJbj52BhzhGTzTwI0pR9snqMwUprFVZVYwssDX8vDFSB0hN9oA8LHFq5RXtz8Wi2p0Vy/s1600/vehicle+travel.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="949" data-original-width="1338" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheMkrAm9YwYfOdvVxAnBF4LQdHqlucAUd_dFseyesgxUzS7ZdMCEiq6gFn9xfeWEOnVKnJt_dMkJbj52BhzhGTzTwI0pR9snqMwUprFVZVYwssDX8vDFSB0hN9oA8LHFq5RXtz8Wi2p0Vy/s400/vehicle+travel.PNG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I'm pretty pleased with the speedometer gimmick!</td></tr>
</tbody></table>
<div>
<b>Compartments</b><br />
Vehicles have 6 Compartments - numbered 1-6 in the image above.<br />
A compartment can fit one person and all their equipment, or 20 encumbrance slots-worth of items.<br />
If you got a good treasure haul you might have to walk because your wagon's full of stuff.</div>
<div>
<b><br /></b></div>
<div>
<b><br /></b></div>
<div>
<b>Speed</b><br />
When you Travel with a vehicle, choose how fast you're going. <br />
Higher speeds increase your chance of crashing, as per the image above.<br />
You'll notice that this is slow, but that's because the roads are real bad. If you were driving down a maintained and paved road you'd go at double speed, but no roads are that good just yet!</div>
<div>
<br /></div>
<div>
<b>Crash Chance</b><br />
Base 1 in 6 with the following modifiers.</div>
<div>
<style type="text/css"><!--td {border: 1px solid #ccc;}br {mso-data-placement:same-cell;}--></style><br />
<table border="1" cellpadding="0" cellspacing="0" dir="ltr" style="border-collapse: collapse; border: none; font-family: arial,sans,sans-serif; font-size: 10pt; table-layout: fixed; width: 0px;" xmlns="http://www.w3.org/1999/xhtml"><colgroup><col width="138"></col><col width="65"></col></colgroup><tbody>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Crash Chance"}" style="font-weight: bold; overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Crash Chance</td><td data-sheets-value="{"1":2,"2":"Modifier"}" style="font-weight: bold; overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">Modifier</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"On road"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">On road</td><td data-sheets-value="{"1":2,"2":"-3","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"On trail"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">On trail</td><td data-sheets-value="{"1":2,"2":"-2","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Off-road (flat)"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Off-road (flat)</td><td data-sheets-value="{"1":2,"2":"-1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+2</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Off-road (rough)"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Off-road (rough)</td><td data-sheets-value="{"1":2,"2":"-1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+4</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Clear Weather"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Clear Weather</td><td data-sheets-value="{"1":2,"2":"-1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">-1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Hazy"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Hazy</td><td data-sheets-value="{"1":2,"2":"+1","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Rainy"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Rainy</td><td data-sheets-value="{"1":2,"2":"+3","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Fog"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Fog</td><td data-sheets-value="{"1":2,"2":"+5","6":1}" style="overflow-wrap: break-word; overflow: hidden; padding: 2px 3px; vertical-align: bottom;">+5</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Night (Bright)"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Night (Bright)</td><td data-sheets-value="{"1":2,"2":"+1","6":1}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">+1</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Night (Quarter)"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Night (Quarter)</td><td data-sheets-value="{"1":2,"2":"+3","6":1}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">+3</td></tr>
<tr style="height: 21px;"><td data-sheets-value="{"1":2,"2":"Night (Dark)"}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">Night (Dark)</td><td data-sheets-value="{"1":2,"2":"+5","6":1}" style="overflow: hidden; padding: 2px 3px 2px 3px; vertical-align: bottom;">+5</td></tr>
</tbody></table>
</div>
<div>
<br /></div>
If you crash, the driver will roll on the <a href="https://docs.google.com/spreadsheets/d/1XuweuuOvi3v0l0mXWeHYSFuKIdz7rRYklQACagKpqqU/edit?usp=sharing">Vehicle Crash Table</a>.<br />
They make a Piloting check.<br />
On success they roll a 1d6 on that table. On failure they roll 1d12.<br />
<br />
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com0tag:blogger.com,1999:blog-4436797024696330837.post-17813576936950324642019-06-17T06:48:00.000-07:002020-02-11T09:34:33.523-08:00Magic User Rework: 4 Kinds of Spellcasters.In the <a href="https://tenfootpolemic.blogspot.com/2019/05/magic-user-rework-fuck-spell-slots-get.html">last post we replaced Spell Slots with Mana</a>.<br />
<br />
In short:<br />
1 Mana per level, spells can be Bound (memorised) for 1 Mana per Spell Level, or spells can be cast Unbound (spontaneously) at a risk.<br />
Overall you get fewer safe spells per day, but you get far more flexibility and never run out of spells.<br />
<br />
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<br />
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</div>
<br />
<h2>
Casting Mechanics</h2>
<div>
I should note that I've changed the base magic rules slightly, mostly for ease of use.<br />
<br />
<b>Casting</b><br />
Declare casting as an Action. The spell goes off at the start of your next turn. During casting you count as Surprised against all attacks.<br />
<br />
<i>Changed from "Declare before initiative is rolled, spell goes off at the end of the round". I kept forgetting to ask people to declare spells.</i> <i>Since initiative is rerolled every round, this could get crazy...</i></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Interrupted Casting</b></div>
<div>
If you are damaged mid-cast there are consequences based on your character class.</div>
<div>
<br /></div>
<div>
<i>Down from "if you are damaged or attacked in melee", because if a creature can't hit a wizard standing still with a melee weapon they don't deserve to disrupt anything!</i></div>
<div>
<i><br /></i></div>
<div>
<i><br /></i></div>
<div>
<b>Exp Tracks</b><br />
All casters - even Elves - use the Magic-User exp track.</div>
<div>
<i><br /></i></div>
<div>
<i>Since Elves are on an even keel with the other casters at this point, it seemed unfair to penalise them</i>.</div>
<div>
<i><br /></i></div>
<div>
<i><br /></i></div>
<div>
Alright, on with the show.</div>
<br />
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<br />
<br />
<h2>
Caster Classes</h2>
<div>
I've got 4 Chaotic caster classes in my game.<br />
I <i>could</i> just have each class use the exact same core mechanics, but I like the idea that different casters feel different in play and encourage different gameplay styles.</div>
<div>
<br />
<br /></div>
<div>
<b>Magic-User:</b> The flexible caster.<br />
The main focus of the Mana system. <br />
Bind spells for safe casting, access to Cantrips, and the ability to create Familiars.<br />
Leave Mana Unbound to cast spontaneously.<br />
<br />
<b>Muscle Wizard:</b> The frontline caster.<br />
Increased survivability since Bound spells boost HP and melee attack, and spells are instant-cast so can't be interrupted.<br />
Unbound Mana might be used to overload a powerful punch attack, and spontaneous casting means you could cast more than one Magic Missile Punch per day.</div>
<div>
<br /></div>
<div>
<b>Elf:</b> The spontaneous caster.<br />
Defined by their Heartspell - a level 1 Spell that defines their Elf species.<br />
Cannot Bind Spells, so they <i>always</i> cast spontaneously unless they're casting their Heartspell. Very chaotic!<br />
Spooky Elf powers boost your Heartspell or grant special abilities, but are lost as you spend Mana.</div>
<div>
<br /></div>
<div>
<b>Necromancer:</b> The Vancian caster.<br />
Work best when they do the traditional Vancian memorise-spells-at-start-of-day thing.<br />
Can Unbind spells to do AoE damage, and use Unbound Mana to cast Subjugate Dead.<br />
Reliant on spell components for many of their spells.<br />
<br /></div>
<div>
<b><br /></b></div>
<div>
<br /></div>
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<h2>
Magic-User</h2>
<div>
<b>Bound Spell Perks:</b></div>
<div>
<i><br /></i></div>
<div>
<i>Cantrips:</i> </div>
<div>
You can tap into the power of Bound Spells for minor magical effects. </div>
<div>
For example Sleep might be used to make someone yawn, or Magic Missile could be used to improve your aim.<br />
When you cast the Spell, you lose access to its Cantrips.<br />
<i><br /></i></div>
<div>
<i>Familiars:</i> </div>
<div>
When you Bind a Spell you may form it into a Familiar.<br />
Familiars are smallish creatures on-brand for the spell - like Shield could be a hedgehog or Spiderclimb might be a spider or gecko.<br />
When you cast a Familiar's spell, you can cast it through that Familiar if you choose. It vanishes once its spell is cast.<br />
Familiars can communicate mentally with you, will obey simple orders, and cannot be harmed.<br />
If you die, all of your extant Familiars go rogue - each erupts as a Summon spell with HD equal to Spell Level and runs amok!</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Interrupted Casting:</b></div>
<div>
<b><br /></b></div>
<div>
<i>Bound Spell:</i><br />
If damaged during the casting of a Bound Spell you release a <a href="https://paimonssilvercity.blogspot.com/2017/08/auras-wild-magic-table.html">Chaos Burst</a>. <br />
If you wish, Save vs Chaos to negate the Chaos Burst and re-Bind the spell, effectively putting it back in your head like you hadn't tried to cast it. Otherwise the spell fails and is lost.</div>
<div>
<br /></div>
<div>
<i>Unbound Spell:</i></div>
<div>
If damaged during the casting of an Unbound Spell you risk disaster.<br />
When the spell goes off, roll on the Chaos Conduit table an additional time for each instance of damage. Take the worst result.</div>
<div>
<br />
<br /></div>
<div>
<b>Notes:</b><br />
<br />
<i>Themes:</i><br />
Magic-Users are flexible and the most easily re-themed into a Witch or a Sorcerer or Druid or whatever kind of archetype you like.<br />
Cantrips give the player a lot of leeway to get imaginative with minor effects. As a general rule of thumb these should be about as powerful as the classic (non-5e) cantrips like Blink or Bee.<br />
Familiars have been in the game for a long time, but previously they've been a permanent animal companion who can hold an extra spell. Now they <i>are</i> spells and I'm quite excited about it! If a wizard shows up surrounded by a menagerie you'll know they're dangerous, and also maybe have some hints as to what spells they're packing.<br />
<i><br /></i>
<i>To Bind or not to Bind?</i><br />
Magic-Users have the most obvious risk/reward to Binding spells.<br />
Bind them for the Cantrips, Familiars and safer casting, or leave your Mana unbound for flexibility.<br />
<br />
<i>To Cast or not to Cast?</i><br />
Similarly, if you've Bound some Spells you have another obvious choice - keep the spell Bound for the perks? Or cast it for the immediate benefits?<br />
We've had one Wizard who kept hold of Magic Missile forever instead of casting it because he liked using a Cantrip that gave him a bonus to Aim.<br />
<br />
<i>Interruptions:</i><br />
Bind a Spell and if you're interrupted the spell is cancelled no matter what, but you've got a chance to retain the spell for later.<br />
Cast spontaneously and there's at least a chance that you'll cast the spell regardless - pour enough Mana into a spontaneous cast and it's impossible to stop it from going off successfully.<br />
<br />
<br />
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<br /></div>
<h2>
Muscle Wizard</h2>
<div>
<b>Bound Spell Perks:</b></div>
<div>
<br /></div>
<div>
<i>Muscle Magic:</i></div>
<div>
Your fists are d4 <a href="http://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">Shanky weapons</a>, and can be <a href="http://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">dual-wielded</a> (naturally).<br />
Each Bound Spell improves your strength and physique.<br />
You gain +2 HP and +1 to melee attacks per Mana committed to Bound Spells.<br />
You lose these perks as you cast the spells. If you reach 0HP from spellcasting, you fall unconscious from overexertion.</div>
<div>
<br />
<br /></div>
<div>
<b>(Un)interrupted Casting:</b></div>
<div>
<br /></div>
<div>
<i>I Cast Fist:</i><br />
Your spells are cast instantly via punching, so you can never be interrupted!</div>
<div>
<br />
<br />
<b>Close Range Caster:</b><br />
<b><br /></b>
<i>Ultimate Muscle:</i><br />
The maximum range of a spell is 10' - extra distance you run or jump or flash-step to the target - and you are never affected by AoE from your spells.<br />
When you cast a spell you <i>must</i> combine it with an unarmed attack that automatically hits for maximum damage, plus bonus damage equal to Mana consumed in the casting.<br />
You can target yourself <i>or</i> your punched target with the spell, so if you want to target yourself it's best to target an enemy but perfectly ok to punch a wall or small animal or something.<br />
On the other hand, if you want to cast a buff spell on a friend you'll want to make sure they don't have a glass jaw...</div>
<div>
<br /></div>
<div>
<br />
<b>Notes:</b><br />
<b><br /></b>
<i>Themes:</i><br />
Obviously the Muscle Wizard remains one of the sillier classes, but I've always been pleased by how they work in play compared to a regular M-U. Especially since I've got <a href="https://tenfootprecis.blogspot.com/2019/03/session-215-end-of-world.html">fond fond memories of POWERLAD</a>.<br />
The theme is obviously to PUNCH. They've got frontline combat buffs, and since they snap-cast their spells they're less vulnerable than other casters in the thick of it.<br />
A new change is that they <i>have</i> to combine a spell with a punch attack. Previously damaging your target was optional, and I'll be interested to see how this works out.<br />
Since Mana is limited compared to Spell Slots, each Mana committed to Bound Spells gives +2 HP. This works out better for the MW in early levels and gets to be on-par with the bonus HP of the previous version by level 7, which is a sweet spot. Plus their attack bonus grows quicker.<br />
<b><br /></b>
<i>To Bind or not to Bind?</i><br />
Muscle Wizards will usually want to bind all their Mana into their muscles to increase their power and reduce their squishiness.<br />
On the other hand - spontaneous casters can cast in armour and Muscle Wizards can't be interrupted, significantly reducing one of the main risks! I kinda dig the idea of an Armoured Muscle Wizard and the Muscle Wizard's low AC has always been a weakness, so this could shift the balance.<br />
<br />
<i>To Cast or not to Cast?</i><br />
Always a straightforward class - the Muscle Wizard has always had to decide between keeping their spells back (for the HP and attack bonus) and using their spells for immediate effect.<br />
<br />
<br />
<br />
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<br /></div>
<h2>
Elf</h2>
<div>
<b>Heartspell Perks:</b></div>
<div>
<b><br /></b></div>
<div>
<i>Heartspell:</i><br />
There are 20 species of Elf. Each has one of the standard first level spells as their Heartspell.<br />
It defines their species - the mutations and abilities they gain from the magic infusing their magical forms. As they use their magic, flinging it out into the world, they slowly regress back towards that feeble mortal form.</div>
<div>
For each point of Mana in the Elf's Mana Pool, they gain an additional power and mutation from their Heartspell. <a href="https://docs.google.com/document/d/16u0sFNxsOoSJ3-p3baDbvdl6uIbbdlrSh58P9AMm-Xw/edit#">Current document is here</a>. They lose these gifts as they use up Mana.<br />
When an Elf has 0 Mana in their Mana Pool they lose access to magic - they are human again.</div>
<div>
<br /></div>
<div>
<i>Moondancer:</i><br />
<div>
Elves do not sleep. They regain their full Mana Pool after dancing under the moon for an hour per level. If prevented from doing this somehow, they do not replenish their Mana.</div>
<div>
They gain +1 to their maximum Mana Pool when they dance under a crescent moon, and double it under the New Moon.</div>
<div>
They take -1 to their maximum Mana Pool when they dance under a gibbous moon, and halve it under the Full Moon.</div>
<div>
<br /></div>
<i>Casting:</i><br />
Elves cannot Bind spells. They must cast spontaneously (with all associated risks) if they want to cast anything but their Heartspell.<br />
Their Heartspell, by contrast, is easy. It can be cast instantly as an Action. When they cast their Heartspell the Elf must Save vs Chaos - on failure they spend 1 Mana, otherwise they cast the spell for free.</div>
<div>
<br />
<br /></div>
<div>
<b>Interrupted Casting:</b></div>
<div>
<br />
<i>Heartspell:</i><br />
Since a Heartspell is cast instantly as an action, it cannot be interrupted.<br />
<br />
<i>Unbound Spell:</i><br />
If damaged during the casting of an Unbound Spell you risk disaster.<br />
When the spell goes off, roll on the Chaos Conduit table an additional time for each instance of damage. Take <i>all</i> results, but successes don't stack.<br />
<br />
<br />
<b>Notes:</b><br />
<i><br />Themes:</i><br />
Elves are all about the creepy fae vibes. <br />
Forcing them to be Spontaneous Casters feels thematically on-brand, as does giving them potentially infinite casts of their core Heartspell. Around Elves, watch yourselves.<br />
The effect of the Moon is more powerful than it was in the past, so Elves would do well to ensure they're paying attention to the moon phase. Due to <a href="https://tenfootprecis.blogspot.com/2019/03/session-215-end-of-world.html">certain incidents</a> my campaign's moon is in a close orbit so you get 2 moon cycles per month. More opportunities for moon madness!<br />
Since Mana is doubled at the new moon, Elves can reach higher power levels more quickly. Exciting! And it forces me to bulk out the Heartspell power list quicker.<br />
<i><br /></i>
<i>To Cast or not to Cast:</i><br />
Elves, unlike other casters, completely run out of magic when they run out of Mana.<br />
They also gain far more from retaining their Mana than the other classes - powers and mutations that give them cool abilities and make their Heartspell more powerful.<br />
The choice is then - keep my powers? Cast my Heartspell and risk losing a small part of my abilities? Or weaken myself for certain by pouring Mana into a regular spell?<br />
<br />
<i>Interruptions:</i><br />
Heartspells are cast instantly - they're a safe option.<br />
Unbound spells are far riskier. Interruptions risk chaos, but also some certainty. If you've already rolled a Success then you know the spell will go off. The issue is you don't know how many side effects you'll be facing...<br />
<br />
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<br />
<h2>
Necromancer</h2>
</div>
<div>
<b>Necromancer Spells:</b></div>
<div>
<b><br /></b>
<i>Voice of the Dead:</i><br />
Many Necromancer spells and abilities require spell components. The most important component is Last Breath - the final breath of a sapient being. These are usually stored in glass vials, and breathing in a Last Breath grants you the Voice of the Dead for ten minutes.<br />
<br />
<i>Lesser Dead:</i><br />
There are three basic flavours of 1 HD Lesser Dead, available to all Necromancers.<br />
<b>Skeleton:</b> Can use weapons. Take 1 damage from non-Smashy attacks.<br />
<b>Zombie:</b> Double HP. Slow - acts at the end of each round. Becomes an area of damaging zombie bits when killed - dealing 1 damage to anyone standing in it. Becomes a fast, intelligent Ravenous Zombie if it eats a brain.<br />
<b>Skin Kite:</b> Doesn’t obey orders. Real bastard. Flies slowly. Takes 1 damage from Smashy attacks. Grapples fleshy targets, dealing 1d6 damage and healing itself to 6 HP per successful Grapple.<br />
<i><br /></i>
<i>Master of the Dead:</i><br />
Necromancers have the innate ability to raise and control the Dead. Each of these abilities requires the Voice of the Dead.<br />
<span style="font-weight: bold;">Animate Dead</span>: Spend X Mana, raise that many lesser Dead minions. Takes 10 minutes.<br />
<b>Subjugate Dead:</b> Spend X Mana, roll Xd6+level and Subjugate that many HD of Dead, weakest first.<br />
<b>Command Dead:</b> Free action. Give your undead orders. Complex orders take a whole Action instead.<br />
<b><br /></b></div>
<div>
<i>Bound Spells:</i><br />
Necromancers use a unique Necromancer spell list (first couple of spell levels converted for use <a href="https://docs.google.com/spreadsheets/d/1AwybbRz297xkVryORZX6Ku5z7d-6KR-0BSMFKRGyDcw/edit?usp=sharing">here</a> based on the book <a href="https://www.drivethrurpg.com/product/95185/Darker-Paths-1-The-Necromancer">here</a>)<br />
Spells must be Bound to be cast - Necromancers cannot cast spells spontaneously. Unlike other casters, you can bind more than one copy of the same spell.<br />
In addition, many spells require the <a href="https://docs.google.com/spreadsheets/d/1AwybbRz297xkVryORZX6Ku5z7d-6KR-0BSMFKRGyDcw/edit#gid=1439256167">listed ritual components</a>.<br />
Binding Spells takes an hour. Spend X Mana and bind that many spells. Mana spent this way is lost until the spell is cast.</div>
<div>
<br /></div>
<div>
<i>Casting:</i><br />
Spells take a round of ominous chanting and rattling and summoning up the souls of the Dead.<br />
Declare you are casting as an Action and the spell goes off at the start of your next turn.<br />
<b>Traditional: </b>Cast the spell and lose it from your mind. Sacrifice 1d6 HP to retain the spell if you wish.<br />
<b>Mana-Boosted: </b>Spend Mana to cast the spell. You retain the spell and count as casting at 1 level higher per Mana spent.<br />
<br /></div>
<div>
<br />
<b>Interrupted Casting:</b><br />
<b><br /></b><i>Death Burst:</i><br />
If you are damaged while you are casting a spell, A burst of death magic deals 1d6 damage per Mana spent in the casting to you and everything with 10’.<br />
Undead are healed for the same amount.<br />
You lose the spell unless you cast a Save vs Chaos.</div>
<div>
<br /></div>
<div>
<br />
<b>Notes:</b><br />
<b><br /></b><i>Themes:</i><br />
Thematically, Necromancers are encouraged to be careful and plan ahead. If they want spells they need to pack them in advance, otherwise they have to fall back on basic dead-raising Necromancy.<br />
Last Breath is a commodity in the post-apoc economy because there are so few people left, so people use it as a currency. Pretty macabre.<br />
<i><br /></i>
<i>To Bind or not to Bind?</i><br />
Do you keep your Mana unbound so you can cast your Dead-affecting spells? Or do you bind it into spells, reducing that option?<br />
Once you've bound a spell you can cast it over and over by sacrificing HP, so that's good.<br />
<br />
<i>To Cast or not to Cast?</i><br />
Since there's no passive benefit to retaining spells, the question is more <i>how</i> to cast.<br />
Do you cast it once and lose it from your mind? Or go full blood magic and power the spells with your HP? The choice is yours!</div>
<br />
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<br />
<br />
<h2>
Gimme the Full Thing Already!</h2>
Full text, with the "Core Mechanics" integrated, is either in the player-facing <a href="https://docs.google.com/document/d/1S5fnOXPjFRs3PxF4veUuwcQYAwWl_QP7-aRUxuL3J3w/edit?usp=sharing">Quick Class Breakdowns</a> booklet, or in the latest <a href="https://docs.google.com/document/d/1OO6SHKjjDBsHrzYJZpkGutBpabpt4tQ64UYxIbeTHpo/edit?usp=sharing">House Rules Document</a>.<br />
<br />James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com2tag:blogger.com,1999:blog-4436797024696330837.post-78869178917178430162019-05-22T06:22:00.001-07:002019-05-22T06:30:52.150-07:00Magic-User Rework: Fuck Spell-Slots Get ManaImagine a hosepipe.<br />
<br />
Binding a Spell is like making a spray gun for the hose, walking back to the tap, turning it on, and calmly walking back to the nozzle to water your plants.<br />
<br />
Casting a Spell Unbound is turning on the tap and running like hell to grab the end of the hose before it starts whipping around everywhere, then trying to control the spray with your thumb while simultaneously discovering that the hose is an angry snake.<br />
It's risky but hey, at least you didn't need to waste all that time making a stupid nozzle!<br />
<br />
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<br />
<h2>
Intent</h2>
<div>
This is about making Spell Slots optional without making a whole separate Sorcerer-type class.<br />
It's also about not having to rewrite all my spells. Who's got that kind of time??<br />
<br />
Do you memorise your spells at the start of the day, limiting yourself in exchange for reliability?<br />
Or do you cast spells spontaneously, increasing the risk in exchange for flexibility?<br />
<br />
The core of this is basically a straight pull from Logan's <a href="https://www.lastgaspgrimoire.com/do-not-take-me-for-some-turner-of-cheap-tricks/">magic rules</a> with the Bound Spells thing plugged in. One step closer to stealing every last house rule from Last Gasp!<br />
<br /></div>
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<br />
<br />
<h2>
Core Caster Mechanics</h2>
<div>
I'm going to focus this article on core mechanics for Magic-Users first, then tell you about the differences between caster classes later.</div>
<div>
<br /></div>
<div>
<b>Mana:</b> You have 1 Mana per level. This is your Mana Pool - your personal magical reserve.<br />
Mana can be used to Bind Spells for safer casting, or left in your Mana Pool to be used for spontaneous casting.<br />
<div>
You can still cast spells when you’re out of Mana, it’s just significantly more dangerous.</div>
<div>
Your Mana Pool refills after 8 hours of rest.</div>
</div>
<div>
<br /></div>
<div>
<b>Spellbinding:</b> This is the equivalent of memorising spells and requires a Spellbook.<br />
Bind each Spell by spending Mana equal to the Spell Level.<br />
Your maximum Mana Pool is reduced by the same amount until the spell is cast.<br />
The Spellbinding process takes an hour of intense concentration. You can create as many Bound Spells as you want during the hour, but you cannot double up on Bound Spells.</div>
<div>
<br /></div>
<div>
<b>Casting Bound Spells:</b> Declare casting as an Action, it goes off at the start of your next turn. You count as Surprised against attacks until the spell goes off.<br />
You cannot cast Bound Spells if you are more than Lightly Encumbered. It's something to do with metal or heavy gear or game mechanics getting in the way of the magic.</div>
<div>
<br /></div>
<div>
<b>Casting Unbound Spells:</b> Requires a Spellbook to hand. Declare casting as an Action, it goes off at the start of your next turn. You count as Surprised against attacks until the spell goes off.<br />
<br /></div>
<div>
Roll 3d6 on the Chaos Conduit table with the associated modifiers.<br />
Roll an extra d6 for each Mana spent.<br />
Roll one less d6 per spell level.<br />
(If this would ever make you roll less than 0d6, it's an automatic Cosmic Horror result instead)<br />
<br />
Success means the spell goes off! Hurrah!<br />
Chaos Burst requires a roll on <a href="https://paimonssilvercity.blogspot.com/2017/08/auras-wild-magic-table.html">the best Wild Magic table</a>.<br />
Cosmic Horror requires you to roll on <a href="https://www.lastgaspgrimoire.com/do-not-take-me-for-some-turner-of-cheap-tricks/#thatwhichshouldnotbe">Last Gasp's That Which Should Not Be table</a>.</div>
<div>
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<br />
<b><i>Chaos Conduit Modifiers:</i></b></div>
<div>
<div>
<i>- Aptitude:</i> Your Intelligence Modifier.</div>
<div>
<i>- Encumbrance:</i> -1 per Encumbrance Level.</div>
<div>
<i>- Blood Sacrifice:</i> Sacrifice your HP for +1 per point.<br />
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<br /></div>
<h2>
Discussion - Core Mechanics</h2>
<div>
So that's the basic core of the thing, a fairly straight swap to add Spontaneous Casting to standard Vancian Magic-Users.<br />
<br />
If you want to do the classic Vancian memorise-at-the-start-of-the-day thing you can do that.<br />
If you want to keep all your Mana free for Spontaneous Casting, you can do that too.<br />
If you're out of Mana and you <i>need</i> to cast something, it's possible!<br />
<br />
This also brings in the possibility of memorising spells later in the day if you've got an hour - a bit like casting as a ritual. Facing a riddle door on a mountainside and you've got a couple Mana spare? Bind it into a Knock spell and you'll be saying "Mellon" before you know it!</div>
<div>
<br /></div>
<div>
<b>Bound Spells</b><br />
Making this a choice means that I can tie existing mechanics and extra perks into having your spells Bound.<br />
Familiars are made from spells now, for instance, and the Muscle Wizard's powers are tied into Spellbinding - their body is fortified by binding spells into their muscles.<br />
There's also the extra bit where someone relying on Bound Spells can leave their Spellbook at home - they only need one to hand if they are to cast spontaneously.<br />
<br />
<b>Unbound Spells</b><br />
Spontaneous Casting is built around the assumption that it's best to match Mana Burn to Spell Level, evening the penalty out. If you don't want the risk, burning even one extra Mana makes the spellcasting <i>much</i> safer, taking you from about 20% chance of Cosmic Horror on 3d6 to a mere 3% on 4d6.<br />
Good odds!<br />
<br />
<b>Armoured Wizards</b></div>
<div>
You'll notice that spontaneous casting allows wizards to cast in armour! My justification is that they're shaping the spell around their gear, as opposed to Bound Spells which are much less fluid.<br />
Classic Vancian wizards need to stick to flowy robes, Sorcerer-types can wear a bunch of armour and make up the difference with Mana or blood!<br />
<br />
<b>Quasi-Levelless Casting</b></div>
<div>
<div>
This is part of my soft move towards all spells becoming scaling Level 1 spells, a la <a href="https://www.drivethrurpg.com/product/145647/Wonder--Wickedness">Wonders & Wickedness</a>. This way I can still use the regular spells in the book while any new spells can be introduced at Level 1.<br />
<br /></div>
<div>
<b>Big Guns for Low Levels</b></div>
<div>
The other side of this is that it means I can let low level spellcasters use high level spells. They'll never use them otherwise if the soft-cap remains at Level 7!<br />
It's just crazy risky if you don't have enough Mana to match the spell level.<br />
As it stands a Magic-User at level 6 could bind a single Level 6 spell - gaining access to such bullshit as Disintegrate and Power Word Kill five levels early. Finally! More than a thin sliver of the spell list is within a Magic-User's grasp!<br />
<br />
<div>
<b>Probability of Overcasting Success</b>.</div>
<div>
In case it's of interest, a Magic-User casting an unbound Level 1 spell <i>without </i>Mana has about a 50% chance of casting it successfully.</div>
Only issue is that of that 50%, most of it is "Success + Cosmic Horror" so you might want to boost it with blood magic if you're not intending it as a Hail Mary.</div>
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<br />
<h2>
Lore Reasoning</h2>
<div>
Magic in D&D is so mechanics-oriented that it forces everyone to invent their own headcanon.<br />
Here's mine.<br />
<br />
<b>What is Magic?</b><br />
Magic is of Chaos - a roiling dimension of infinite energy that lies just beyond our own.<br />
A universe dominated by chaos would be one of infinite randomness and infinite entropy. Chaos is inimical to the foundations of our reality.<br />
Magic-Users constrain this change-energy, imposing order on the Chaos to create repeatable effects.<br />
<br />
<b>What is a Spell?</b><br />
A spell is a three-dimensional shape that can be <a href="https://en.wikipedia.org/wiki/Net_(polyhedron)#Higher-dimensional_polytope_nets">unfolded</a> into the higher-dimensional form of the spell and trick Chaos into changing reality in an extremely specific way.<br />
Chaos "thinks" it's causing a random effect, but pouring it through the specifically shaped fifth-dimensional portal tricks it into having a single outcome. <br />
Essentially you're tricking it into picking one result from an infinitely long random table.<br />
<br />
<b>What is Casting?</b><br />
Casting is the tricky process of unfolding your <a href="https://en.wikipedia.org/wiki/Net_(polyhedron)#Higher-dimensional_polytope_nets">three-dimensional net</a> of the spell into the higher-dimensional reality. It takes concentration - least of all since it's functionally impossible to imagine.<br />
If the spell is already Bound this is skilled work but fairly straightforward, like folding an origami crane from instructions.<br />
If you're casting Unbound it is far more tricky, like folding an origami crane without instructions while someone loudly counts down from ten in your ear.<br />
<br />
<b>What is a Wizard?</b><br />
A Wizard is someone who has cracked their very soul in some manner, whether on purpose or by accident. This crack is small enough to let a trickle of Chaos in, suffusing them with Chaotic energy.<br />
Magic-Users channel the energy with their mind, baking the glyph-forms onto their synapses.<br />
Muscle Wizards channel the energy with their body, binding the glyph-forms into their muscles.<br />
Elves are <i>of</i> magic. Magic is in their bones and blood - part of what they are. When they cast spells they're flinging their own innate magical essence out into the world.<br />
And Necromancers use it to drill directly into the Ghost Dimension and use the released energies to bind and coerce the spirits of the Dead.</div>
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<br /></div>
<h2>
Chaos Warning</h2>
<div>
That up there is the main core of this Mana system.<br />
In the next post I'm going to go into the differences between the four Caster Classes in the <a href="https://goblinpunch.blogspot.com/2016/06/caster-differentiation-and-spellcasting.html">grand tradition</a> of trying to make casters "feel" different to each other while retaining the same core mechanics.<br />
<br />
Magic-User, Muscle Wizard, Elf and Necromancer.<br />
Flexible, Physical, Spontaneous, and Ritualistic.<br />
Watch this space!</div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com2tag:blogger.com,1999:blog-4436797024696330837.post-66176399385305482692019-04-21T14:21:00.000-07:002019-05-16T08:35:33.106-07:00Cleric Rework - Miracles, Holy War, and You<a href="https://tenfootpolemic.blogspot.com/2019/03/cleric-rework-fuck-spell-slots-get.html">We killed the spell slots</a>.<br />
Time to kill the spells!<br />
<div>
<br /></div>
<div>
<br /></div>
<h2>
Main Deal</h2>
<div>
The core of this Cleric class is fundamentally the same as the Generic Cleric from the <a href="https://tenfootpolemic.blogspot.com/2019/03/cleric-rework-fuck-spell-slots-get.html">previous post</a>.</div>
<div>
The main change is the removal of the standard Cleric Spell List in favour of three unique Miracles by Religion.<br />
Replacing the whole Cleric spell list with a smaller group of unique Miracles means they can be powerful and thematic.<br />
A minor addition is the Sect Bonus - allowing <i>any</i> character class (including the Cleric) to gain a benefit from their Religion.</div>
<div>
<br />
Also conveniently it's Easter Sunday today. I didn't intend to time it like this, but it's good timing for Cleric mechanics!</div>
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<h2>
Core Cleric</h2>
<div>
<div>
<b>Core</b>: HD, Saves, Experience per level, etc of a normal Cleric.</div>
<div>
<br /></div>
<div>
<b>Lay on Hands:</b> Heal the wounded by drawing points from your Healing Pool.<br />
Each dawn, roll 1d6 per level + Wis Mod. This is your Healing Pool for the day.<br />
As an action, you can draw points from the Healing Pool to heal as much HP to a touched target.</div>
<div>
<br />
<b>Religions:</b> You belong to one of several different religious sects. Each Religion has a unique set of Miracles that you can cast, Observances to follow, and a relationship with other faiths.<br />
<i>See Religions below</i>.<br />
<br /></div>
<div>
<b>Faith:</b> You cast Miracles through Faith.<br />
Your Faith total will change as you cast Miracles and trigger Observances.<br />
At dawn each day, roll 2d6 + level + Wis Mod. This is your starting Faith total for the day.</div>
<div>
<br /></div>
<div>
<b>Miracles:</b> Each Religion has 3 unique Miracles.<br />
Calling forth a Miracle is a normal Action - the Miracle is cast instantaneously.</div>
<div>
After you call forth a Miracle, 2d6 and attempt to roll equal to or less than your current Faith total.<br />
<ul>
<li><i>Success:</i> Your Faith total is set to <i>either</i> the result of the roll <i>or</i> your Cleric level, whichever is higher.</li>
<li><i>Failure:</i> Your Faith total drops to zero, and you can no longer call forth Miracles until your Faith resets at dawn.</li>
</ul>
</div>
<div>
<b>Observances:</b> Each Observance is an act that will cause you to gain or lose Faith.<br />
Observances can be triggered once each. After you call forth a Miracle, this resets so you can be affected by each Observance again.<br />
<br />
<b>Lead Prayer:</b> As a true Cleric, your passion and truth outshine petty sectarian divides.<br />
When you deliver a Sermon everyone in the congregation unlocks their Sect Bonus, no matter their faith.<br />
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<br /></div>
<h2>
Religions</h2>
<div>
There are many Religions. <br />
They slot into the core Cleric to basically create a bunch of sub-classes.<br />
If you don't want to choose an established Religion, you can work with the DM to create your own.<br />
<br /></div>
<div>
Each Religion comes with three<b> </b>unique <b>Miracles</b>.<br />
Each Religion comes with a set of unique <b>Observances</b>.<br />
Each Religion grants a unique <b>Sect Bonus</b>.</div>
<div>
<br /></div>
<div>
<b>Miracles</b> are the equivalent of Cleric spells.<br />
<b>Observances</b> make you gain or lose Faith.<br />
<b>Sect Bonus</b> is a permanent perk - explained later to keep this tight.</div>
<div>
<br /></div>
<div>
Here are some examples from my game so you see what I'm on about. <br />
We recently went post-apocalyptic so they're all apocalypse cults.</div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Hyperchurch of Powerlad</h3>
<div>
<b>What's their deal?</b></div>
<div>
Lightning, Hammers and Heroism - live up to <a href="http://tenfootprecis.blogspot.com/2019/03/session-215-end-of-world.html">POWERLAD</a>'s example.</div>
<div>
<br /></div>
<div>
<b>Miracles:</b></div>
<div>
<ul>
<li><b>Sacrifice:</b> Sacrifice your HP to grant it to someone within 50’. <br />Plasma-globe lightning connects you, dealing the same amount of Lightning damage to creatures in between (they get a Save vs Blast to avoid).</li>
<li><b>Storm Hammer:</b> You grow huge and buff (+4 Strength Mod). Lightning crackles as a great weapon - the God-Hammer - appears in your hands. <br />It deals 1d10 Lightning damage (1d12 with Sect Bonus) and lasts 1 round/level.</li>
<li><b>Storm Shell:</b> Create an electrical barrier against weather effects and airborne particulates. Crossing the barrier deals 1d6 Lightning damage. Lasts 10 minutes/level or until you dispel it.</li>
</ul>
</div>
<div>
<br /></div>
<div>
<b>Observances:</b></div>
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<div>
<b><br /></b></div>
<div>
<b>Sect Bonus:</b></div>
<div>
<div>
<b>Hammerfall: </b>Hammers you wield deal +2 against all armour types and boost damage die by one size.</div>
<div style="font-weight: bold;">
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<div style="font-weight: bold;">
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<div style="font-weight: bold;">
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<div>
<br /></div>
<h3>
Forebearers</h3>
<div>
<b>What's their deal?</b></div>
<div>
Survive and repopulate the post-apocalyptic world.</div>
<div>
<br /></div>
<div>
<b>Miracles:</b></div>
<div>
<ul>
<li><b>Abjure Poison:</b> Grant touched target immunity to poisons, toxins, and drugs - even Omnipoison. <br />Lasts 1 Turn/level.</li>
<li><b>Forecast:</b> Gain divine knowledge of the current weather systems. See Weather Chart and where the weather is right now. If you wish, also trigger an immediate weather change.<br /><i>*This one will make more sense when I've tested my Hexcrawl rules better. <a href="http://whatwouldconando.blogspot.com/2017/04/five-dimensional-weather.html">Based on this</a>.</i></li>
<li><b>Enhance Vigour:</b> Prepare a person for the great work of repopulation! <br />Touched target is cured of all Disease and become extremely virile/fertile until the next dawn.</li>
</ul>
</div>
<div>
<b><br /></b></div>
<div>
<b>Observances:</b></div>
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<div>
<b><br /></b></div>
<div>
<b><br /></b></div>
<div>
<b>Sect Bonus:</b><br />
<div>
<b>Endurance:</b> -1 Encumbrance level, minimum zero. Always run at unencumbered speed during a Chase.</div>
</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
Faithless</h3>
<div>
<b>What's their deal?</b><br />
Fuck Gods. Burn Heaven. Why worship beings who couldn't stop the end of the world?</div>
<div>
<br /></div>
<div>
<b>Miracles:</b></div>
<div>
<ul>
<li><b>Silence of God:</b> Reduce target Cleric’s Faith to zero. 50’ range.</li>
<li><b>Abjure Religion:</b> Grant immunity to Lawful magic to everyone within 50’. Lasts 1 round/level.</li>
<li><b>Debate Me!:</b> You and a target within 50' are transported to a pale infinite plane of Law. You are a blinding white soul, they are white, grey or black depending on Alignment. <br />You understand each other's needs and drives and if you speak the same language you can communicate.<br />You can try to change their mind or compel an action, and if you do so they get a Save vs Law to resist.<br />When you return to the world you have only been gone a brief moment.</li>
</ul>
</div>
<div>
<b><br />Observances:</b></div>
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<div>
<b>Sect Bonus:</b><br />
<b>Shatter Faith:</b> +4 to Saves vs Law. At will, cancel the Sect Bonus of everyone within 20’ - even your own and other Faithless.</div>
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<div>
<i>Yes, there is a "no religion" religion. Is "no religion" a type of religion? Is bald a type of hairstyle? Who can say but God himself?</i><br />
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<h2>
Tolerance and Apostasy</h2>
<div>
Different religions have different stances towards each other. Classic. </div>
<div>
Bring holy war into your game with this one neat trick!</div>
<div>
<br /></div>
<div>
While all Religions believe themselves to be the most true, they may put up with other Religions whose beliefs are relatively compatible.<br />
Of course, some Religions are straight up heretical. These Apostate Religions must be shunned.</div>
<div>
The most obvious thing is the social impact.<br />
You get a +2 to Reaction Rolls with people of your own religion, and -2 to Reaction Rolls with those who hold your faith to be Apostate.<br />
It's no use trying to hide your faith, people can Just Tell.</div>
<i><br /></i>
The other impact is in Sermons (see below).<br />
Sermons are more effective if you're in a congregation made up of your own Faith, listening to a preacher who is at least Tolerated by your religion.<br />
Sermons are less effective if you're in a congregation made up of filthy Apostates.<br />
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Tolerance and Apostasy is not necessarily mirrored, which is fun. You might tolerate someone's faith, but they think yours is complete heresy.<br />
<br />
You don't have to do this, but I made a grid for my ones!<br />
There's fluff reasons for everything. eg. the Sinners hold the Enlightened as apostate because their gods clearly left them to die on this poisoned earth, while the Enlightened tolerate the Sinners in turn because their gods clearly <i>saved </i>the Sinners for some greater purpose.<br />
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<tr><td class="tr-caption" style="text-align: center;">Generally, each Religion holds two as Apostate. Equality, kinda.</td></tr>
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<h2>
Sect Bonus</h2>
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<div>
Religion isn't just for Clerics! If you participate in a Sermon, you too can unlock a special faith ability called a Sect Bonus.</div>
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The ability itself is unique per Religion, see examples above.</div>
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<div>
<b>Sermon:</b></div>
<div>
Every ten minutes of preaching, the preacher and everybody in the congregation rolls a Save vs Law.<br />
If the preacher is from your own or a Tolerated faith, +1 per member of your faith in the congregation.<br />
If there are any members of an Apostate faith in the congregation, -1 per Apostate present.<br />
Passing the Save means you unlock your Sect Bonus.<br />
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<b>Sect Bonus:</b><br />
Once it's unlocked, you retain your Sect Bonus indefinitely.<br />
You lose your Sect bonus if you wield Chaotic magic. This includes casting a spell, using a magic item, or gaining a buff from a Chaotic source.<br />
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<b>Lead Prayer:</b><br />
If a Cleric is leading the Sermon, everyone in the congregation passes their Save automatically.<br />
A party with a Cleric is almost always going to keep that buff... and almost certainly have to listen to a lot of preaching.<br />
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<h2>
Discussion</h2>
<div>
So this is much more of a departure from the standard Cleric, but seeing as my current group has 3 Clerics right now they've had a bit of playtesting! What a treat!</div>
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<div>
<b>Bespoke Miracles:</b></div>
<div>
My main takeaway is that it's real fun and they're very powerful. Constraining Clerics to a smaller set of powerful spells means they're more likely to use them, and use them in interesting ways.</div>
<div>
The most obvious effect is, of course, that Clerics of different religions feel <i>very</i> different. </div>
<div>
<br />
The heroic Hyperchurch Clerics - combat oriented - are very powerful in combat, and even more powerful in combination. <br />
The stoner UFO cult Cleric has been going around abducting enemies and, notably, caused a deadly combat to chill out for long enough for people to escape to safety.</div>
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Great fun.</div>
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<div>
<b>Observances:</b></div>
<div>
<b><br /></b></div>
<div>
In a similar way, the different Observances have made the various Clerics feel unique. The stoner Cleric keeps toking up between miracles, while the Hyperchurch Clerics are always on the look out for people to romance and keep taking their tops off in storms.<br />
And since all Clerics need to give a Sermon to boost their Faith, they're preaching all over the place.</div>
<div>
Good times!</div>
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<div>
<b>Altered Miracle Mechanic:</b></div>
<div>
<b><br /></b>Getting rid of the spell list means getting rid of spell levels!<br />
Cleric Faith starts at 2d6+level+Wis Mod, with all Miracle Rolls on 2d6.</div>
<div>
This means a level 1 Cleric of average Wisdom will start a day with around 8 Faith. That's at least one Miracle, with good odds on another. Especially if you follow your Observances.</div>
<div>
<br />
A level 7 Cleric with the same Wisdom will be more like 14 Faith at dawn, guaranteed second Miracle! And more importantly - since your Faith resets to the higher of the Miracle roll or your level, a successful roll leaves them with at least 7 Faith after each Miracle. Good odds for chaining many together in the same day.</div>
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<div>
Something to note is that I'm assuming a de facto level cap of Level 7, so this is a comfortable balance. If you've got Clerics going beyond level 12 they'll essentially have infinite Miracles. <br />
I'm fine with that personally, but it's something to keep in mind if you're the sort of person who doesn't start new characters off at level 1.</div>
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<b>Sermons:</b></div>
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I'm pretty jazzed about Sermons and the Sect Bonus.<br />
Since there are Clerics in the party, everyone's constantly boosted by their Religion - perfect!</div>
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<div>
We haven't experienced the other side of the coin yet - a Sermon by a lay priest.<br />
The intention is to make a mono-religious party gain easy access to their Sect Bonus, and make it mechanically advantageous to shun apostates (or at the very least, make them leave the room).<br />
We'll see how that pans out!</div>
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<div>
Sermons are required because I think the idea of pausing a dungeon delve for a spot of preaching is funny - especially since they'll have to do it more often if the Wizards keep casting spells and want their boost back.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHGepNQ9s0o3fc33CeZyKI2yWUeqXxOzMcfztQ5VA_Yn75GXEIcsO_xE6RK3HFg0u0oP1UYUYUU-Q21gUyg9jYeTr0JEyaRinwYKQeSGg4UekZZxWg21P_A6rPpe-rUTPXZzP5WC7ziRRm/s1600/Screenshot+2019-04-22+at+07.25.40.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="846" data-original-width="735" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHGepNQ9s0o3fc33CeZyKI2yWUeqXxOzMcfztQ5VA_Yn75GXEIcsO_xE6RK3HFg0u0oP1UYUYUU-Q21gUyg9jYeTr0JEyaRinwYKQeSGg4UekZZxWg21P_A6rPpe-rUTPXZzP5WC7ziRRm/s320/Screenshot+2019-04-22+at+07.25.40.png" width="278" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">If you want to see what I've got for my game:<br />
<a href="https://docs.google.com/document/d/14UkLsVb5RwAUt3afUMnC8UoJ3uf-aUGE3-u-OUSQBE8/edit?usp=sharing">Religion Pamphlet here.</a><br />
<a href="https://docs.google.com/spreadsheets/d/1Dl1quiOIVM9jSnBy4YrUHUdfdiGDRa5MGT-EQmLSBfM/edit?usp=sharing">Religion Spreadsheet here.</a></td></tr>
</tbody></table>
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com8tag:blogger.com,1999:blog-4436797024696330837.post-85095107059349461992019-04-04T09:28:00.000-07:002019-04-04T21:18:17.938-07:00GLOG Class: The Parasite BrainI was going to post more Cleric stuff but here I am, jumping on a bandwagon.<br />
I don't write stuff for GLOG, but maybe I've nicked <a href="http://tenfootpolemic.blogspot.com/2016/06/consolation-ratman-character-class.html">enough</a> <a href="http://goblinpunch.blogspot.com/2015/12/dragon-cult-barbarians.html">stuff</a> that it's time to give back!<br />
<br />
To my players: Don't worry I'm not going to convert this into a class for our game... yet.<br />
<br />
For those not in the know, GLOG's schtick is every time you level up you add a Template to your character, 4 max.<br />
Basically this ABCD thing is what you get each level up to level 4.<br />
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Also: The others involved!<br />
<a href="https://oblidisideryptch.blogspot.com/" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Oblidisideryptch</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://nuclearharuspex.blogspot.com/" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Micah</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://twogoblinsinatrenchcoat.blogspot.com/" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Type1Ninja</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://ravenousambience.blogspot.com/" style="background-color: white; border: 0px; box-sizing: border-box; color: #888888; font-family: arial, helvetica, sans-serif; font-size: 13.2px; margin: 0px; outline: 0px; padding: 0px; text-decoration-line: none; transition: all 0.3s ease-in-out 0s; vertical-align: baseline;">Ambnz</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://octarinetinted.wordpress.com/2019/03/28/hydrargent/" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Coalfiber</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://crateredland.blogspot.com/2019/03/temporal-parasite-and-paradoxes.html" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Lexi</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="http://ruinsoffallenempires.blogspot.com/" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Isaak Hill</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://sexuallytransmittedcentipedes.blogspot.com/2019/03/tulpa-as-race.html" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Chuffer</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://goodberrymonthly.blogspot.com/2019/03/eater-of-tongues.html" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Martin O</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">, </span><a href="https://saveordieslowly.blogspot.com/2019/03/the-mycorrhizan-osr-discord-parasite.html" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;">Wizard</a><span style="background-color: #f8f8f8; color: #535353; font-family: "trebuchet ms" , "trebuchet" , "verdana" , sans-serif; font-size: 15.4px;">s, and </span><a href="https://aswampinspace.blogspot.com/2019/03/the-biocon-parasite-race-as-class.html" style="background-color: #f8f8f8; color: #a23b1d; font-family: "Trebuchet MS", Trebuchet, Verdana, sans-serif; font-size: 15.4px; text-decoration-line: none;" target="_blank">Wr3cking8a11</a><br />
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<h2>
Class: The Murmurer</h2>
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<div>
<b>Murmurer A:</b> Parasite, Threading, 2 Threads.<br />
<b>Murmurer B:</b> Mindshift, +2 Threads.<br />
<b>Murmurer C:</b> Infinite Thread, +2 Threads.<br />
<b>Murmurer D:</b> Backup Brain, +2 Threads.</div>
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<div>
A Murmurer, more properly "The" Murmurer and sometimes called a Parasite Brain, is a tenacious parasitic mind that colonises the heads of humanoids.<br />
This isn't a particularly evil act from the Murmurer's perspective. After all, it's the only way it can survive!</div>
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<div>
The part that a Murmurer <i>may</i> admit is kind of evil is the way they worm their threads into the cerebellum of living creatures and take direct control of them, forming them into a colony under the Murmurer's mental control.</div>
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<div>
The Murmurer itself is a sort of parasitic sludge, rapidly liquefying and replacing the neocortex of the host. The most obvious sign of the Murmurer is the reverse-face. A face grows on the back of the creature's head over time. This is usually covered by hair, if possible, or a hat.<br />
Yea it's basically like Voldemort in the first Harry Potter plus a Yeerk.</div>
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<div>
A Murmurer is permanently attached to their Core Host and relies on it to survive. <br />
If it is ever removed from the host by some means, or the host takes so much damage that their brain shuts down, the Murmurer dies with it.</div>
</div>
<div>
<br />
Murmurers can extrude long web-like Threads from their Core Host. Usually these emerge from the ears or nose, but it's not unknown to have them emerge from the mouth or the corners of the eyes.</div>
<div>
A Thread, placed on the back of the neck of an unconscious being, grows into the victim's spinal cord and crawls up the brain-stem. When it reaches the cerebellum it grows over it and takes control of the victim's nervous system.</div>
<div>
A Thread is wispy and floats on air currents, and very difficult to break without focused effort. It is incredibly slippery, strong, and thin. Even scissors have a difficult time with it unless they are extremely sharp.</div>
<div>
The most obvious mark of someone taken over by a Murmurer is the eyes - within hours of Threading the new drone has a bifurcated double-pupil. </div>
<div>
Another obvious mark is a large bubo on the nape of the neck. The Thread emerges from the centre of this bubo, and the lump itself is filled with a tangled spool of Thread.</div>
<div>
<br /></div>
<div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpDe0YdrS5cRhdpnMnI_YFhyC4HOAkSngEL30XMD-kZyWMrpi7AminnT4w_cbeH9Fas3druo5oWxzPno8mkrVisAEBkVYe0c4Fk8zu0Em_5UsgLjzlNpRvPVKi2R0IEmGnRNgRfC9w3GqY/s1600/nape+cyst.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="426" data-original-width="640" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpDe0YdrS5cRhdpnMnI_YFhyC4HOAkSngEL30XMD-kZyWMrpi7AminnT4w_cbeH9Fas3druo5oWxzPno8mkrVisAEBkVYe0c4Fk8zu0Em_5UsgLjzlNpRvPVKi2R0IEmGnRNgRfC9w3GqY/s320/nape+cyst.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">early onset</td></tr>
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<div>
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<div>
<b>Core Host</b></div>
<div>
<b><br /></b></div>
<div>
HD, saves, exp, etc as Fighter.</div>
<div>
<br />
You begin play embedded in the back of the head of an ordinary human, or maybe an equivalent humanoid common in the region. This is your Core Host, the one whose brain you've grown around.</div>
<div>
Ability scores are rolled as normal and apply to your host - even mental attributes. </div>
<div>
<br /></div>
<div>
If you ever shift into another host, you'll take their ability scores.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Threading</b></div>
<div>
<b><br /></b></div>
<div>
You can Thread up to two creatures per Template.</div>
<div>
<br /></div>
<div>
A Threaded creature must be unconscious and must possess a cerebellum - ie. it must have a spine.<br />
The process always succeeds.<br />
A Threaded creature must stay within 30' of you and must protect you against anything you perceive as a threat, but cannot be controlled directly and will not take orders.<br />
Threaded creatures are otherwise mindless. They will not even feed themselves. Not that they lose their mind - the creature is still in there looking out through their own eyes - you've just hijacked their nervous system.<br />This is why Threaded creatures often murmur and mumble, they're trying to speak. <br />They're trying to beg.</div>
<div>
<br />
If the Thread is ever broken by some means, they fall unconscious for 1d4 hours. When they wake up they regain their mind and remember everything that befell them. It will take some time for their pupils to reform and the bubo on their neck to heal, but they are otherwise back to normal.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Mindshift</b></div>
<div>
<b><br /></b></div>
<div>
You can shift your consciousness into a Threaded creature, allowing you to control them directly. Your Core Host stands stock-still while this is happening, although it is of course defended by any other creatures you have Threaded nearby.</div>
<div>
<br />
You can control the creature as if it were your own body, although you cannot go more than 30' away from your Core Host.<br />
Your attributes change to those of the Threaded creature you're controlling - physical and mental - and you gain access to all of the creature's natural powers and abilities. You never gain access to the creature's memories, so any unnatural abilities (spellcasting, unsupported flight, etc) are beyond you.</div>
<div>
<br />
If the controlled creature dies, you take the same amount of damage that killed them (you experience their death) and snap back to your Core Host.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Infinite Thread</b></div>
<div>
<b><br /></b></div>
<div>
There is no range limit to your Threads. <br />
You can directly control Threaded creatures and send them far afield. If they cannot see you they will not know the way back to you, so they will wait wherever they are indefinitely.<br />
Maybe check up on them occasionally - they won't eat or clean themselves without direct compulsion from you.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Backup Brain</b></div>
<div>
<b><br /></b></div>
<div>
By going ear-to-ear with a Threaded creature, you can compel a portion of your goopy Murmurer-stuff to squish out and infest their mind.<br />
The creature must possess a human-scale neocortex - ie. be some sort of primate or equivalent humanoid. Lesser creatures simply don't have enough higher brain function to replace.</div>
<div>
<br />
It takes a full week for the goop to digest and replace the neocortex, but the creature otherwise acts as normal during the process. <br />
After a week the creature is essentially new Murmurer slaved to you via the Thread - a backup copy of your Murmurer parasite-mind.</div>
<div>
<br />
There is no limit to the number of Threaded creatures you can turn into backups - turn them all into backups if you like! What could go wrong?</div>
<div>
<br />
If your Core Host is ever killed, you (the player) can swap to controlling a Backup.</div>
<div>
You revert to a Level 1 character in a new body with the Murmurer A template.</div>
<div>
<br />
You are not shifting in. The original "you" in the Core Host has died. By dying it has unshackled all connected Backups, each of which is now the "real" Core Host.</div>
<div>
This is the manner in which The Murmurer reproduces, and why each considers itself "The" Murmurer. Each is the continuation of the one Murmurer, and all others are clearly fakes.<br />
Murmurers hate each other, since the mere act of existing takes the "copies" further and further away from their original experiences. They often kill each other, as though they were seeing their own Clone.</div>
<div>
<br /></div>
<div>
If the Thread to a Backup is severed while your Core Host yet lives, that Backup is unshackled as though you had died. Since it's legitimately the real you and knows everything you know, it will be hard to hide from yourself.</div>
<div>
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com1tag:blogger.com,1999:blog-4436797024696330837.post-87788740369716924092019-03-28T07:36:00.000-07:002019-06-04T06:50:49.634-07:00Cleric Rework - Fuck Spell-Slots Get Miracles<span style="font-family: "im fell double pica";"><span style="font-size: 14.6667px; white-space: pre-wrap;">Clerics are weird. <a href="http://goblinpunch.blogspot.com/2013/12/towards-better-cleric.html">This</a> <a href="http://deltasdnd.blogspot.com/2018/01/classes-in-tunnels-trolls.html">is</a> <a href="https://coinsandscrolls.blogspot.com/2017/11/osr-clerics-and-sunday-school-miracles.html">known</a>.</span></span><br />
<span style="font-family: "im fell double pica";"><span style="font-size: 14.6667px; white-space: pre-wrap;"><br /></span></span>
<span style="font-family: "im fell double pica";"><span style="font-size: 14.6667px; white-space: pre-wrap;">They're basically just religious wizards with a thematic spell list and a heal-bot reputation.
Most of the time they're there to heal and maybe occasionally use a more interesting spell like Command.</span></span><br />
<span style="font-family: "im fell double pica";"><span style="font-size: 14.6667px; white-space: pre-wrap;">I've never been quite happy with them, but adding a <a href="http://tenfootpolemic.blogspot.com/2016/06/religion-in-loegria.html">bunch of spells per religious denomination</a> helped a little.
</span></span><br />
<span style="font-family: "im fell double pica";"><span style="font-size: 14.6667px; white-space: pre-wrap;"><br /></span></span>
<span style="font-family: "im fell double pica"; font-size: 14.6667px; white-space: pre-wrap;">This is taking it a step further. Fuck the spell list. Fuck spells per day. You're not a wizard, you're a warrior-priest!
Let's get faithful!</span><br />
<span style="font-family: "im fell double pica"; font-size: 14.6667px; white-space: pre-wrap;"><br /></span>
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<span style="font-family: "im fell double pica"; font-size: 14.6667px; white-space: pre-wrap;"><br /></span>
<span style="font-family: "im fell double pica"; font-size: 14.6667px; white-space: pre-wrap;"><br /></span><span style="font-family: "im fell double pica"; font-size: 14.6667px; white-space: pre-wrap;">(This is part one. <a href="https://tenfootpolemic.blogspot.com/2019/04/cleric-rework-miracles-holy-war-and-you.html">Part two can be found here</a>!)</span><br />
<span style="font-family: "im fell double pica"; font-size: 14.6667px; white-space: pre-wrap;"><br /></span>
<h2>
Generic Cleric</h2>
<div>
A standard Cleric.<br />
<i>Should hopefully be easy to add/swap into whatever you're running with minimal fuss.</i></div>
<div>
<br /></div>
<div>
<b>Core</b>: HD, Saves, Experience per level, etc of a normal Cleric.</div>
<div>
<br /></div>
<div>
<b>Lay on Hands:</b> Heal the wounded by drawing points from your Healing Pool.<br />
Each dawn, roll 1d6 per level + Wis Mod. This is your Healing Pool for the day.<br />
As an action, you can draw points from the Healing Pool to heal as much HP to a touched target.</div>
<div>
<br /></div>
<div>
<b>Faith:</b> You cast Miracles through Faith.<br />
Your Faith total will change as you cast Miracles and trigger Observances.<br />
At dawn each day, roll 1d6 per level + Wis Mod. This is your starting Faith total for the day.</div>
<div>
<br /></div>
<div>
<div>
<b>Miracles:</b> All Cleric spells are called Miracles now. <br />
Healing spells like the Cure family no longer heal HP, but can still be used to cure paralysis or mend broken bones or whatever else they can already do instead.<br />
You can cast any Miracle that would have access to at your level (eg. a 5th level Cleric has access to 1st, 2nd and 3rd level Miracles).</div>
</div>
<div>
<br /></div>
<div>
<b>Calling a Miracle:</b> Calling forth a Miracle is a normal Action - the Miracle is cast instantaneously.<br />
After you call forth a Miracle, roll 1d6 per spell level and attempt to roll equal to or less than your current Faith total.<br />
<ul>
<li><i>Success:</i> Your Faith total is set to <i>either</i> the result of the roll <i>or</i> your Cleric level, whichever is higher.</li>
<li><i>Failure:</i> Your Faith total drops to zero, and you can no longer call forth Miracles until your Faith resets at dawn.</li>
</ul>
</div>
<div>
<b>Observances:</b> Each Observance is an act that will cause you to gain or lose Faith.<br />
Observances can be triggered once each. When you make a successful Miracle roll, this resets so you can be affected by each Observance again.</div>
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<h2>
Discussion</h2>
<div>
So that's the Generic Cleric.</div>
<div>
I've got special stuff for different religions (which is the stuff I'm most stoked about) but I cut it down to one standard Cleric to really show what I'm going for here:</div>
<div>
<br /></div>
<div>
- Retain status as the Healer class.<br />
- Encourage use of non-Cure spells.<br />
- Reward Clerics for following their religion.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Healbot Reputation</b></div>
<div>
<b><br /></b></div>
<div>
In my game to date, Clerics would often avoid using a more interesting spell because they didn't want to waste a potential Cure Light Wounds. <br />
This was alleviated <i>slightly</i> by giving them a <a href="http://tenfootpolemic.blogspot.com/2016/06/religion-in-loegria.html">Denomination Spell</a>, but not by much.</div>
<div>
<br />
Honestly a Healer class is a solid niche, I can't fault it from a gameplay standpoint. It's just that sometimes it feels like that's <i>all</i> a Cleric is.<br />
Plus there's the social impact - "wasting" your last spell of the day on Command or Detect Evil is sure to get you moaned at by the rest of the party when someone gets shanked in the lung.</div>
<div>
So why not just make healing a separate ability to spellcasting?<br />
Everyone gets heals, the Cleric gets to use cooler spells, it works!</div>
<div>
<br /></div>
<div>
<br />
<b>Miracle Mechanic</b><br />
<b><br /></b>
This is the core of Cleric spellcasting now. Note that there's no possibility of failing to cast the Miracle - it always goes off regardless of the Faith roll.<br />
This goes back a ways to the idea that <a href="http://tenfootpolemic.blogspot.com/2014/03/tweaking-cleric-on-magic.html">Clerics are reliable</a>.<br />
There might be a possibility that this Miracle is your last one of the day, but there's no question whether you can cast it. This is also why it's a normal action instead of a full round of spellcasting - you can't be interrupted.<br />
<br />
You may notice it's a little janky in regards to starting Faith (1d6/Cleric level) and rolling when you cast a Miracle (1d6/spell level). Yes, even if you have a million starting Faith, a single level 1 Miracle will set your new Faith total to 1-6.<br />
<br />
This is because the "real" version is slightly different (coming sooooon....?).<br />
But then, as is, this version of the Cleric is encouraged to start off the day using higher level spells (while they still have high Faith) and work their way down to the lesser spells as their Faith total declines.<br />
You could justify this thematically though. You don't hear about Jesus throwing out a few Commands before he whips out a big Cure Disease or Create Food and Water.<br />
<br /></div>
<div>
Also a level 6 Cleric can cast infinite Level 1 Cleric spells, since minimum Faith on a successful roll is your Cleric level.<br />
It sorta works - in my game the maximum level soft caps at around level 7, so why shouldn't a high level Cleric be allowed to throw around as many Commands and Detect Evils as they like?<br />
<br />
<br />
<b>Keep the Faith</b><br />
<b><br /></b>
Observances are the fun one, cribbed from the <a href="http://tenfootpolemic.blogspot.com/2018/06/kneel-before-apocalypse-dragons.html">Dragon Worship rules</a> which I cribbed originally from <a href="https://www.drivethrurpg.com/product/188535/Perdition">Perdition</a>.<br />
The intention is that a Cleric can cast a Miracle, get a new Faith total, then farm it back up with Observances in order to ensure they succeed at their next Miracle roll.<br />
This means a Cleric who's careful with their Miracles and devout in their faith is unlikely to run out of spells per day.<br />
<br />
On the other hand, if you spam Miracles you don't have a chance to build up more Faith in between times, so you'll likely run out sooner.<br />
Worse, if you're a taboo-breaking Cleric who triggers the negative Observances, you'll lose Faith and likely run out of Miracles even sooner.<br />
<br />
D&D has always had the much-maligned and debated Paladin falling mechanic, so this is a soft version of that. Plus it's codified so you can't get fucked over by a DM who pits Paladins against the trolley problem.<br />
<br />
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<h2>
Less Generic Cleric</h2>
<div>
But James! I hear you cry. This is a bit shit! Those Observances only work for a generic psuedo-judeo-christian paladin-type Cleric! What if my deity is the God of the Woods? Or the Moon? Or the Turbo Dragon Jesus?</div>
<br />
It's a simple fix my friend.<br />
If you have any special <a href="http://tenfootpolemic.blogspot.com/2016/06/religion-in-loegria.html">Cleric spells per religion</a>, add them into the Cleric's spell list.<br />
Then simply change the Observances to fit the Cleric's deity - working with the player if you want to be nice and collaborative.<br />
<br />
Here's my guideline for new Observances:<br />
<br />
<i>Positive:</i><br />
+1: Preaching.<br />
+1: Specific healing<br />
+1: An easy act that can be completed anywhere.<br />
+1: A slightly less easy act that can be completed anywhere.<br />
+1: A situational act you have to seek out.<br />
+1: Visiting a devotional location.<br />
<br />
<i>Negative:</i><br />
-1: An easily avoided act.<br />
-1: A harder to avoid act.<br />
-1: Harming a follower of your own or a related religion.<br />
-2: Inverse of theme - the opposite of what your deity is about<br />
<br />
<br />
And some examples, which may make more sense with an ensuing post:<br />
<br />
<br />
<i>Cleric of <a href="https://tenfootprecis.blogspot.com/2019/03/session-215-end-of-world.html">POWERLAD</a></i><br />
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<span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><i><a href="http://tenfootpolemic.blogspot.com/2017/03/drugs.html">Drug Cult</a> Cleric</i></span><span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="228" data-original-width="531" height="171" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQ24TT8YUTqobTa65QzpmU4DYC0I_bKM36BDoLHlw7R3X4dd7RmJ3EWxBHb71W4fMN5Oj_tQr_GbgkyIkyPUbOz6HN89R9zyLieojOHK0wAcqbrELYNl6oUuBJemDV4dG_L15tcKFcmLV5/s400/Screenshot+2019-03-28+at+07.47.55.png" width="400" /></span><br />
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<span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><i><br /></i></span><span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><i>Edgy Atheist Cleric</i></span><span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="229" data-original-width="540" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPaWsewyCr0FI4ATAuIpIrr7ah4_QJI321ImTwF_XMVwVAYMtiF9UFn4z9C02r9N74gIq7cCxDqOWCdWgeRDG2Uqm_ZSOpDyeJNrVYM66s-xIs0yrtPeuLSTSbGdWHVnI7ursQZeEderG-/s400/Screenshot+2019-03-28+at+07.48.31.png" width="400" /></span><span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><br /></span><span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;">Further reading:</span><span style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><a href="https://tenfootpolemic.blogspot.com/2019/04/cleric-rework-miracles-holy-war-and-you.html">Miracles, Holy War and You!</a></span></div>
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com11tag:blogger.com,1999:blog-4436797024696330837.post-88434201536763563492019-03-13T08:48:00.001-07:002019-03-27T01:50:55.857-07:00Titan-Scale Mass Combat<span style="font-family: inherit;">I threw this together to adjudicate the End War - the final battle to save the world.</span><br />
<div>
<span style="font-family: inherit;"><a href="http://tenfootprecis.blogspot.com/2019/03/session-215-end-of-world.html">It went fucking great</a>.</span><br />
<span style="font-family: inherit;">Since it was a one-off (for now...?) I was intending to paper over any weirdness with the rules on the fly, but it ended up working pretty good on its own!</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">The actual scenario is very my-campaign-specific, but maybe it'll be useful if you need a one-off EPIC BATTLE or as a starting point for better mass combat rules.</span><br />
<div>
<div>
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><br /></span>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-s2lLPjpMiBnvWxZsXV8JQovWQA0PzuIImb1DEufNuVBBFJWgsdFCfrjfgdra-pcx8ufM23p-GZcQp_HeuI9ElaU0roKLxCj3qDrCo1krVE_7wtMxuEn2DI3gbK2BwbycEpzRK6tM3R3k/s1600/battle+of+five+armies.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="453" data-original-width="300" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-s2lLPjpMiBnvWxZsXV8JQovWQA0PzuIImb1DEufNuVBBFJWgsdFCfrjfgdra-pcx8ufM23p-GZcQp_HeuI9ElaU0roKLxCj3qDrCo1krVE_7wtMxuEn2DI3gbK2BwbycEpzRK6tM3R3k/s320/battle+of+five+armies.jpg" width="211" /></a></div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<br /></div>
<h2>
Assumptions</h2>
<div>
When I say Titan-Scale I mean Titan-Scale.</div>
<div>
You're not ordering around individual units, you're dealing with entire armies clashing. I'm going for adjudicating a <a href="https://youtu.be/qj139dE7tFI?t=106">Lord of the Rings</a> clash of thousands rather than a more cerebral tactical battle where you counter cavalry with pikes or whatever.</div>
<div>
This means that combat is necessarily abstract.</div>
<div>
<br />
There are <b>Horde-Scale units</b>. These are units of hundreds, if not thousands, of troops.</div>
<div>
There are <b>Titan-Scale units</b>. These are the size of mountains, truly titanic, unassailable by even the mightiest hero.</div>
<div>
<br /></div>
<div>
Combat at the standard encounter scale is ineffectual and fruitless. If the PCs wish to impact the battle directly it will be in the realm of surgical strikes, diplomacy, or perhaps classic PC bullshit.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqgoEJo7uRolVQSQqSp2sSoy1IeTqyoHaLQrK7btkgudsQvxKyb06IDhYFqeqEJ1A3MVjb_ailUJ-2gH83MG8QO6cBafVrykbMbDBT5yku2P_m5dowaNW_Alz_2ODhDZRNwJn3KtPKMarH/s1600/big+crusader.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1115" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqgoEJo7uRolVQSQqSp2sSoy1IeTqyoHaLQrK7btkgudsQvxKyb06IDhYFqeqEJ1A3MVjb_ailUJ-2gH83MG8QO6cBafVrykbMbDBT5yku2P_m5dowaNW_Alz_2ODhDZRNwJn3KtPKMarH/s320/big+crusader.jpg" width="223" /></a></div>
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<div>
<div>
<br />
<h2>
The Battlefield</h2>
<div>
<br /></div>
<h3>
Distance</h3>
<div>
The Battlefield is a hex grid. Each hex is as big as you need it to be.<br />
Here's what I had:</div>
<div>
<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRPmdx0lnIh8ADVzcBJvtXuZFUIID7PE30LEbFm4NfsyepNGoP7dSBe6RLVRPDHFPmbEdtfRZLjbkwO9fX-rqU3ZY3nPedOSdHbpgB3W75RJD28weOvlUb5zi7j-FkuzK5xqGN3_x9RkOH/s1600/end+war+map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="938" data-original-width="668" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRPmdx0lnIh8ADVzcBJvtXuZFUIID7PE30LEbFm4NfsyepNGoP7dSBe6RLVRPDHFPmbEdtfRZLjbkwO9fX-rqU3ZY3nPedOSdHbpgB3W75RJD28weOvlUb5zi7j-FkuzK5xqGN3_x9RkOH/s320/end+war+map.jpg" width="227" /></a></div>
</div>
<div>
<br /></div>
<div>
In this case, the hexes are approx 2-3 miles across.<br />
<br /></div>
<h3>
Timescale</h3>
<div>
Each Turn is about 1 hour.</div>
<div>
Titan-scale units lumber across the landscape, while the Horde-Scale units practically zip around underneath their feet.<br />
<br /></div>
<div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiutQ2EpNImZOGHzvKFUsUb9h-U5DF0U-n79rVIoGr23sEIzU6q2t3whyVfOYxJyHuvID_ROIr8ZT9LSYRjmBmNaY8ZpSo4Wqdjk3_-fbafnX8l5ErfAqZeg6wdx5p3z7cp-gnkrSjKZQPA/s1600/Yeti_vs_dragons.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="337" data-original-width="636" height="169" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiutQ2EpNImZOGHzvKFUsUb9h-U5DF0U-n79rVIoGr23sEIzU6q2t3whyVfOYxJyHuvID_ROIr8ZT9LSYRjmBmNaY8ZpSo4Wqdjk3_-fbafnX8l5ErfAqZeg6wdx5p3z7cp-gnkrSjKZQPA/s320/Yeti_vs_dragons.png" width="320" /></a></div>
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<div>
<br /></div>
<h2>
The Basic System</h2>
<div>
<br /></div>
<h3>
Horde-Scale</h3>
<div>
<b>Power:</b><br />
A Horde's Power dictates the die they roll in combat. It's 1dX, where X is their Power.</div>
<div>
eg. a Horde with Power 10 rolls 1d10 for combat, a Horde with Power 6 rolls 1d6.</div>
<div>
<br /></div>
<div>
<b>Speed:</b><br />
Slow Hordes (eg. zombies) move 1 Hex per Turn.<br />
Standard Hordes (eg. human armies) travel at 2 Hexes per Turn.<br />
Fast Hordes (eg. winged dragon-cultists) can move 3 Hexes per Turn.</div>
<div>
<br />
<b>Horde on Horde Combat:</b><br />
Each side rolls their combat die.<br />
The Loser loses 2 Power, dropping down a die size.<br />
The Loser may retreat a hex, if able.<br />
<br />
<b>Killing a Horde:</b><br />
If a Horde is at 4 power (ie. uses a base d4 for combat) and loses a combat, they are destroyed.<br />
Survivors may flee, if possible, as a useless noncombatant unit.<br />
<br />
<b>Horde on Titan Combat:</b><br />
Hordes cannot harm Titans.<br />
The best a Horde can expect to do against a Titan is to slow it down so that <i>their</i> Titan can get involved.<br />
<i>Exception:</i><br />
Some Hordes might have a special ability that allows them to harm a Titan-Scale Entity.<br />
(eg. in my End War, the Tentacle Cult could summon forth a titan-scale Tendril if left unmolested)<br />
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha-itkZ0bdBD2LHRyjXxTPNoKEw77-WnMsY3_Vz3u4mXapbvsC1dfBkChvicylHitKJkstn0jnc2C0v6zva-cSy2tDZHufslK1SrHvsXsz1zM-f_PQomY_vtBlm2K6MMdUKRC5XRAkmacs/s1600/wunwun.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="546" data-original-width="970" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha-itkZ0bdBD2LHRyjXxTPNoKEw77-WnMsY3_Vz3u4mXapbvsC1dfBkChvicylHitKJkstn0jnc2C0v6zva-cSy2tDZHufslK1SrHvsXsz1zM-f_PQomY_vtBlm2K6MMdUKRC5XRAkmacs/s320/wunwun.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Technically Wun Wun is Horde-Scale, despite being fairly big</td></tr>
</tbody></table>
<br />
<br /></div>
<h3>
Titan-Scale</h3>
<div>
<b>Damage:</b><br />
Titan-Scale damage uses Hit Locations.<br />
Each Hit Location can be Unhurt, Hurt, or Maimed.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKT2UqVxIdtiG5BHcl7r6mkttD_4TYroUFUbKlC9EuNnfXzqnv8N90eUhpqWLylcPeuZha_a6fA41PM8X1C1XlZX36ff_fhvEf2cWqstn2lq2cUIj6DI-eA8znEsLTRxFEpc9Vs7IPgKOL/s1600/Screenshot+2019-03-13+at+08.13.14.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="227" data-original-width="509" height="142" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKT2UqVxIdtiG5BHcl7r6mkttD_4TYroUFUbKlC9EuNnfXzqnv8N90eUhpqWLylcPeuZha_a6fA41PM8X1C1XlZX36ff_fhvEf2cWqstn2lq2cUIj6DI-eA8znEsLTRxFEpc9Vs7IPgKOL/s320/Screenshot+2019-03-13+at+08.13.14.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Here are some example hit locations for an Apocalypse Dragon, the walking city Battlefortress Fate, a big Prime Tentacle surrounded by 3 Sub-Tentacles, and an extremely huge humanoid.</td></tr>
</tbody></table>
If a Hit Location is Hurt it can't be used to attack. If a Hit Location is Maimed it has been mauled to pieces and cannot be used at all.<br />
It's up to you to adjudicate what this means.<br />
<br />
<b>Speed:</b><br />
Titan-Scale units all move at one hex per Turn.<br />
<br />
<b>Titan on Titan Combat:</b><br />
Each Titan automatically hits and hurts the other - roll for a hit location to see what each hit.<br />
If the Hit Location is Unhurt it becomes Hurt.<br />
If it's Hurt it becomes Maimed.<br />
If it's already Maimed, damage another Hit Location - attacking Titan controller's choice.<br />
<br />
<b>Killing a Titan:</b><br />
Usually impossible, but you can Maim it enough that it's useless.<br />
In my End War, there were enormous horse-sized Rot Grubs that would fuck up a wounded Titan. Luckily this never happened to the players' Titans!<br />
<br />
<b>Titan on Horde Combat:</b><br />
The Titan wins automatically and takes no damage in the fighting.<br />
The Horde loses 2 Power and may retreat if they wish.</div>
<div>
<br /></div>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW9kysLhGtDDGgvla9GC9p1bQ8NNqMtzAqzqSR2_ch4WKUk1tWpgi1qFJvV3GKpPAaCg6KD037pTxVOy3Oj3pECM_yUc9Q_eDQq-re2ocJ98paaaOXNLRtzNX5_Yz53Bt4lKUP4TnSVF22/s1600/king-kong-vs-godzilla.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="650" data-original-width="1300" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjW9kysLhGtDDGgvla9GC9p1bQ8NNqMtzAqzqSR2_ch4WKUk1tWpgi1qFJvV3GKpPAaCg6KD037pTxVOy3Oj3pECM_yUc9Q_eDQq-re2ocJ98paaaOXNLRtzNX5_Yz53Bt4lKUP4TnSVF22/s320/king-kong-vs-godzilla.jpeg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Titan-Scale combat for sure</td></tr>
</tbody></table>
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<br /></div>
<div>
<br /></div>
</div>
</div>
</div>
<h2>
The Turn Order</h2>
<div>
Each Turn is an hour.</div>
<div>
Each Turn goes like this:</div>
<div>
<ol>
<li>PCs Give Orders</li>
<li>Horde Movement</li>
<li>Titan Movement</li>
<li>Horde Combat</li>
<li>Titan Combat</li>
<li>PCs Do Stuff</li>
</ol>
<b>
1. PCs Give Orders</b></div>
<div>
Write down what the PCs want the entities under their control to do.</div>
<div>
You can't really change your orders once they're given on this scale.</div>
<div>
<br /></div>
<b>
2. Horde Movement</b><br />
<div>
Horde-Scale Entities move according to their Speed.<br />
If there's any question of who goes first, fastest choose.<br />
<br />
<b>3. Titan Movement</b><br />
Titan-Scale entities move.<br />
If there's any question of who goes first, choose what's coolest.<br />
<br />
<b>4. Horde Combat</b><br />
If two enemy Hordes are in the same hex, they fight!<br />
Follow the Horde-Scale rules above.<br />
<br />
<b>5. Titan Combat</b><br />
If a Titan is fighting a Titan, or has a Horde attacking them, they fight!<br />
Follow the Titan-Scale rules above.<br />
<br />
<b>6. PCs Do Stuff</b><br />
After everything's moved and rolled for and all the rest, it's the PCs turn to take independent action if they wish.<br />
We had things like "fly to a dead city to try to raise an army of survivors", "dive into the Tentacult to destroy their leader" and "chug a bunch of wizard drugs and cast a Titan-scale Force of Forbidment".<br />
<a href="http://tenfootprecis.blogspot.com/2019/03/session-215-end-of-world.html">It was good shit!</a><br />
<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioRvADP-BErTXKmigYQEN1EnFZv4oDnIwDvgZOq-qE-whsX9Z0o1AYlOGHZtx44wl77OInPG5hkGO5qfqCYs8qQCC-v5W1cOCxDlsNa0JJmdoCfP1fLkrPEry4ZK3Evk__IrWlivBUDMvL/s1600/big+guys.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1018" data-original-width="1600" height="203" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioRvADP-BErTXKmigYQEN1EnFZv4oDnIwDvgZOq-qE-whsX9Z0o1AYlOGHZtx44wl77OInPG5hkGO5qfqCYs8qQCC-v5W1cOCxDlsNa0JJmdoCfP1fLkrPEry4ZK3Evk__IrWlivBUDMvL/s320/big+guys.jpg" width="320" /></a></div>
<br />
<h2>
The End War</h2>
</div>
<div>
You can check out my <a href="https://docs.google.com/spreadsheets/d/1HV4zW00pDuvxOq0X64MEWXKunrGTSaCt5HoD68xvkLs/edit?usp=sharing">original sheet for the End War here</a>.<br />
<br />
The goal was simple.<br />
Kill <a href="http://tenfootpolemic.blogspot.com/2016/01/the-beast-in-core-of-earth-is-world.html">Shub-Niggurath</a>.<br />
<br />
The PCs had, over the course of the apocalypse, united pretty much every other apocalyptic threat against this one true enemy.<br />
They controlled the <a href="http://tenfootpolemic.blogspot.com/2018/07/apocalypse-dragon-ninhursag.html">Apocalypse Dragon Ninhursag</a> - the Earth Dragon - and had equipped it with the most virulent poison known to man. Any living organic matter that was touched by this noxious Omnipoison would be catalysed into more of the toxic gas.<br />
If Shub-Niggurath was successful it would undergo planetary lysis, cracking the world like an egg and spreading itself far across the cosmos.<br />
<br />
The plan:<br />
1. Get Ninhursag to the largest closest tendril of Shub-Niggurath - the Prime Tentacle.<br />
2. Blow a hole in the Prime Tentacle.<br />
3. Send Ninhursag plunging down the hollow inside of the Prime Tentacle until it reaches the centre of the planet, then unleash the Omnipoison into Shub-Niggurath's frothing core.<br />
<br />
<br />
My intention for the push-pull of this battle was it to go something like this:<br />
- Titans get into battle.<br />
- When a Titan is wounded, they are vulnerable to the Parasite Grub Hordes that want to dive into the wounds and eat them.<br />
- Wounded Titans need to be protected from the Parasite Grubs by their Hordes.<br />
<br />
Instead we also got some of the most metal shit that's ever happened in the campaign, including a PC becoming a Titan-Scale monster and throwing a fucking Apocalypse Dragon at the Moon.<br />
It was rad as hell!<br />
<br />
<br />
<br />
<br />
<b>Titan-Scale Foes</b><br />
<b><br /></b><i>The Prime Tentacle</i><br />
- Immobile. <br />
- Surrounded by 3 malformed ancillary tentacles which can also attack. <br />
- Regenerates each Turn: Maimed > Hurt > Unhurt.<br />
<br />
<i>Apocalypse Dragon Ereshkigal</i><br />
- Unknown agenda.<br />
- Airborne, but wings are Maimed.<br />
- Gravity well will, if not stopped, pull down the moon.<br />
<br />
<i>The Black Sun Ultrademon</i><br />
- Coming in from the north, Black Sun between its horns.<br />
- Trailed by a wave of impenetrable darkness.<br />
- Surprise! It comes in peace. Wants to rescue its constituent demons by entering Fortress-City Fate and turning into obols.<br />
<br />
<br />
<br />
<b>Horde-Scale Foes</b><br />
<i><br /></i>
<i>Tentacultists</i><br />
Power 6. Speed 2.<br />
- Protect the Prime Tentacle.<br />
- Can summon a Titan-Scale tendril to damage Titans.<br />
- Won't summon tendril if they're in battle with an enemy Horde.<br />
<br />
<i>Ereshkigal Drakencultists</i><br />
Power 10. Speed 3.<br />
- Defend their dragon at all costs.<br />
- Can open Space Warp between two points anywhere on the battlefield.<br />
- No clear agenda<br />
<br />
<i>Grubs</i><br />
Power 6. Speed 1.<br />
- 1d4 hordes spawn per Turn near random Titan.<br />
- Spawn new 6 Power Horde in front of them if they win a battle. Insta-killed by Titan damage.<br />
- If a Horde get to a Titan with a Maimed and undefended Hit Location - drill in, hitting another Hit Location (internally...) every Turn.<br />
<br />
<br />
<br />
<b>Titan-Scale Allies</b><br />
<br />
<i>Apocalypse Dragon Ninhursag</i><br />
- Armoured in bone: each hit location starts off with armour that resists one hit.<br />
- Carrying the Omnipoison around its neck.<br />
- Obeys the mental commands of POWERLAD<br />
<br />
<i>Bone Dragon</i><br />
- Currently Ninhursag's armour, could potentially become own entity again.<br />
- Head contains Ossuary of All Bones, allowing control of all Undead. Could be damaged.<br />
- Controlled by Galaxy RJ<br />
<br />
<i>Fortress-City Fate</i><br />
- Walking City. No Titan-Scale melee capability.<br />
- Every round choose: Fire Macrocannon to deal ranged Titan-Scale damage or raise Shields to resist one incoming Titan-Scale hit.<br />
- Controlled by Styx<br />
<br />
<i>Orbital God</i><br />
<i>-</i> Ranged Titan-Scale attack - can strike with impunity from above with god-beams.<br />
- Distracted by urgent matters across the globe.<br />
- Will listen to Styx and/or POWERLAD.<br />
<br />
<br />
<br />
<b>Horde-Scale Allies</b><br />
<b><br /></b>
<i>Ninhursag Drakencult</i><br />
Power 8. Speed 3.<br />
- Defend Ninhursag at all costs.<br />
- Overgrowth reduces speed of foes within 1 Hex.<br />
- Obey POWERLAD<br />
<br />
<i>The Dead</i><br />
Power 8. Speed 1.<br />
- Defend Ninhursag at all costs.<br />
- Gain +2 Power if they defeat a Horde with bones.<br />
- Obey Galaxy RJ<br />
<br />
<i>The Army of Fate</i><br />
Power 6. Speed 3.<br />
- Mounted on Guber-brand hovercrafts<br />
- Good at hit and run - bonus +2 to power if they didn't attack last Turn.<br />
- Obey Styx<br />
<br />
<i>Angels</i><br />
Power 8. Speed 2.<br />
- Can be deployed at Styx's request.<br />
- Can freeze a combat they're in - stalling it for one Turn.<br />
- Obey Styx, via the Orbital God<br />
<br />
<br />
<br />
<h2>
my clearly v cool notes while i was working on this</h2>
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com8tag:blogger.com,1999:blog-4436797024696330837.post-77315112223228488042018-12-23T18:03:00.000-08:002019-03-14T05:07:10.968-07:00Santicorn 2018 - The PowerglassMini Santicore ripoff from the <a href="https://discord.gg/6vqF25E">OSR Discord!</a><br />
<br />
This one's for Catalessi of <a href="https://unrealstarblog.blogspot.com/">Unreal Star</a>.<br />
<br />
Catalessi asks for:<br />
"a sandglass-based monster, location or tresaure. all three if you manage"<br />
<br />I was gonna try to do all three but I've been travelling across the world for the past week, sorryyyy!<br />
I did a monster though, and at least it's illustrated I guess!<br />
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<br />
<b>Powerglass</b><br />
HD5 AC varies ML10<br />
One ranged sandblast attack for 1d6 damage + blast target into the future.<br />
<br />
A large fat sandglass filled with pure white sand, encased in a spinning rings like an orrery. Pearlescent hands formed of bands of coloured sands reach out from around the sandglass and spin the orrery mesh.<br />
It floats through the air, softly spinning, the armoured orrery-case opening itself more and more as the timer runs down, allowing the nacreous sandy limbs a better chance to blast at foes.<br />
<br />
The sandglass itself flips every 30 seconds.<br />
<br />
On the first round after it flips, it has 18 AC and +1 to hit.<br />
As the sand trickles down, it loses 1 AC but gains +1 to hit at the end of each round.<br />
On the 5th round it has 14 AC and +5 to hit, and the sand has trickled into the lower bulb. At the end of that round the Powerglass flips, deals 1d10 damage to anyone in 20’ as the hoops of the energy-mesh blast out and fly around and reconfigure, and becomes 18 AC and +1 to hit again.<br />
<br />
It attacks with blasts of temporal sand from its writhing hands. 1d6 damage and the target disappears - blasted forward in time. They will reappear when the Powerglass next flips, possibly very confused.<br />
<br />
Ideally the Powerglass wants to blast a few people into the future, then get close to where they’ll reappear so they get hit by the AoE when it flips.<br />
<br />
<br />
The Powerglass is summoned by time-thieves to support their temporal endeavours. The Powerglass is a unique creature, but time-thieves often have a few that they’ve stolen from other timelines.<br />
Time-thieves can appear in any place at any time, usually in groups of themselves. Getting the Powerglass to blast people into the future tends to give ample time for them to grab whatever they’re stealing and go.<br />
<div>
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James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com3tag:blogger.com,1999:blog-4436797024696330837.post-84557717857357079082018-12-17T09:27:00.002-08:002021-03-09T08:06:30.505-08:00TFP DMG: How To Run CombatTo my surprise and delight, there are people out there running <a href="http://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">my rules</a> as-is!<br />
This is wonderful, but also made me realise that I've got a lot of assumptions about how to run a game that don't necessarily come through!<br />
<br />
<br />
<br />
<h2>
Getting in Fights</h2>
<div>
The classic OSR rhetoric is to say that "combat is a failure state".<br />
That is, the optimal tactic is to avoid combat at all costs.</div>
<div>
<br /></div>
<div>
This is true but let's be honest - violence is both inevitable and interesting.<br />
<br />
Let's get into it!<br />
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<h2>
Real Basic Assumptions</h2>
</div>
<div>
<b><br /></b>
<b>Let the dice run the combat.</b></div>
<div>
<b><br /></b></div>
<div>
Congrats! You've become a part of the audience with your players!</div>
<div>
It's not your show any more, you're here to be an interpreter.</div>
<div>
Sit back, relax, and get worried <i>with</i> your players when it looks like they're at risk.<br />
Remember: It's not your fault. It's the dice.</div>
<div>
<b><br /></b></div>
<div>
<b><br /></b></div>
<div>
<b>Roll in the open.</b></div>
<div>
<b><br /></b></div>
<div>
Roll monster attacks and damage and everything in the open. It's fun, means you can't fudge, and shows newbies more examples of how the game works.<br />
Plus the players get to celebrate or despair when they see what you just rolled with a big baddie.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Explain what you're doing</b>.</div>
<div>
<br /></div>
<div>
Get into the habit of saying "this guy has 14 AC because his skin is like leather" or "this thing has a +4 to hit because it's got a whip-quick lashing neck like a snake" or "the poison bite gives you <a href="https://tenfootpolemic.blogspot.com/2016/12/de-fanging-old-school-poison.html">bleed poison</a> equal to damage".<br />
Not only does this help people understand how the game works under the hood, but their character can probably tell that a living statue will be harder to hurt than a robed tentacle cultist.<br />
<br />
<br />
<b>Simple initiative.</b><br />
<b><br /></b>
Simple, aka side-by-side initiative, is when each side (DM and player) has all their turns, then the other side has all their turns. <br />
<i>Roll 1d6 per side, highest wins, players win ties since I'm nice.</i><br />
Not only does this speed up the actual game around the table <i>and</i> allow greater player cooperation, rerolling initiative each round has the added bonus of occasionally letting one side have two turns in a row.<br />
Truly the easiest way to chuck balance out the window and watch it splatter on the pavement below.<br />
There's little more nail-biting than an initiative roll when someone's about to die and facing down a massive hit from a big monster.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
<b>Be lenient.</b></div>
<div>
<b><br /></b></div>
<div>
Combat is messy. It's easy for a player to have a different idea in their head of what the situation is compared to you.<br />
If someone says they're doing something, make sure of two things:<br />
- The <i>intent</i>. What is the outcome they're hoping for?</div>
<div>
- The <i>consequences</i>. What happens if it doesn't work out?<br />
These are usually pretty obvious, but if you notice somebody trying to do something exceptionally stupid or impossible make sure you (and they) are on the same page.<br />
<br />
<br />
<b>Justify results retroactively.</b><br />
<br />
Whatever you rolled, make up a reason why it happened! Or even better, work with the players to work out why it happened.<br />
"These massive dragon jaws, this huge mouth comes down, about to bite you in half, and <i>holy shit a fumble</i> wait wait ok... it's stunned!?... what even happened here?!"<br />
"<a href="http://tenfootprecis.blogspot.com/2018/11/session-206-dragonslayers.html">THE SOUL OF ARACH-NACHA DID IT!</a>"<br />
Divining meaning from randomness is the heart of this game after all!</div>
<div>
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<div>
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<div><br /></div>
<div>
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<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4Xj1SeWzj0O5AA_ci7wMRHn4A_qffGTF_rMzAc7NrrVbooU2jNM5DoK_lzLhZkwTczAeiZDNDZ2UxlqBtmGtI_uW9ObdhZy81sruLqH5HlKQzcnFVyuj-spv02t85Uk4ZNvK3fIzrIrAn/s1600/Screenshot+2018-12-12+at+07.47.54.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="803" data-original-width="584" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4Xj1SeWzj0O5AA_ci7wMRHn4A_qffGTF_rMzAc7NrrVbooU2jNM5DoK_lzLhZkwTczAeiZDNDZ2UxlqBtmGtI_uW9ObdhZy81sruLqH5HlKQzcnFVyuj-spv02t85Uk4ZNvK3fIzrIrAn/s400/Screenshot+2018-12-12+at+07.47.54.png" width="290" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I give this <a href="https://docs.google.com/document/d/12mZbg-dL63aJCTyPzFd0xXYs94tIP9Y4JN-RTBOyNWo/edit?usp=sharing">handy combat option summary</a> to Fighters, so they can be the ones who tell people how best to fight<br />
<a href="https://docs.google.com/document/d/12mZbg-dL63aJCTyPzFd0xXYs94tIP9Y4JN-RTBOyNWo/edit?usp=sharing">Link</a>.</td></tr>
</tbody></table>
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<br /></div>
<h2>
Fuck it I stab him - Adjudicating Players in Combat</h2>
<div>
<h3>
</h3>
<h3>
Violence</h3>
I've got three ways to resolve PC violence:<br />
- <b>Attack. </b>Your classic roll to hit then roll for damage.<br />
- <b>Wrestle</b>. For when they get in close and grapply.<br />
- <b>Gambit.</b> Combat manouevres and other cool moves.</div>
<div>
<br /></div>
<div>
<h3>
<b>Attack</b>.</h3>
Any time someone simply wants to make something die with their weapon, it's a regular Attack.<br />
<br />
<i>1d20 + modifiers vs AC. On hit, roll damage.</i><br />
<br />
Players have got a fair few options for messing with the attack roll, mostly centred around weapon type modifiers (see <a href="https://docs.google.com/document/d/12mZbg-dL63aJCTyPzFd0xXYs94tIP9Y4JN-RTBOyNWo/edit?usp=sharing">Fighter handout</a> above).</div>
<div>
Also if multiple PCs are Flanking an enemy, they can roll Backstab on hit to upgrade it to a <a href="http://tenfootpolemic.blogspot.com/2018/11/crits-and-fumbles-2018.html">crit</a>. <br />
Most PCs only have a 1 in 6 chance of this, but Specialists and people who chucked in a point or two for <a href="http://tenfootpolemic.blogspot.com/2014/01/200-failed-medieval-careers.html">Failed Career</a> might bring their chance up.<br />
<br />
One good thing about an Attack that might not be obvious is that you're not opening yourself up to immediate repercussions. If you Wrestle or Gambit you might get hurt on your own turn!<br />
<br /></div>
<div>
<h3>
<b>Wrestle</b>.</h3>
Usually comes up when someone says "I want to stop her from attacking" or "I tackle them!", very useful for resolving PC-on-PC conflict where nobody actually wants to hurt each other.<br />
Monsters love to wrestle too, so another common reason is "I want to get this off me!"<br />
<br />
<i>Contested d20 roll, melee bonus applies. Winner chooses Hold, Disarm, Brawl or Kick Away.<br />Hold: Try to pin them. Three Holds in a row makes them pinned and helpless.<br />Disarm: Snatch something from them, or throw something they're holding away.<br />Brawl: Deal damage with Small, Minor or natural weapons.<br />Kick Away: Kick them back in the direction of your choice.</i><br />
<br />
One interesting thing to note is that since it's a contested d20 roll, wrestling effectively bypasses armour. The only exception is that Shanky weapons like daggers get a bonus Brawl attack if your Wrestle roll beats their AC - win or lose.<br />
Sometimes it's better to wrestle an armoured foe and shank him in the ribs rather than keep plinking away at his armour, especially if he's got a larger weapon that can't be used to Brawl.<br />
<br />
Since starting your go in a Wrestle means your only choice is to roll to Wrestle, it's also a real good option for locking down an enemy that might otherwise run away or attack a friend.<br />
<br />
Once the Wrestle gets going you effectively roll twice a combat round - once on each wrestler's go. Since they're both at risk with every roll it makes things feel much more intense.</div>
<div>
<br /></div>
<div>
<h3>
<b>Gambit.</b></h3>
If they want to do something that's wacky/interesting/otherwise not covered by Attack or Wrestle, it's time to go to Gambit!<br />
My table fucking loves Gambits. They're exciting!<br />
<br /></div>
<div>
<i>Roll to hit twice. <br />Two hits - it works like you wanted it to! <br />Two misses - Ironic reversal, often the thing you wanted to do happens to you. <br />One hit one miss - partial success or success at cost (I tell you the options, you get to choose).</i><br />
<i><br /></i></div>
<div>
The advice above about intent and consequences is most important here.</div>
<div>
Make sure you're clear on their <i>intent</i>. What happens if they succeed?<br />
Make sure you're all clear on the <i>consequences</i>. What happens if they fail?<br />
<br />
Once you're on the same page, say something like "ok so you'll do <i>this</i> if you succeed but <i>this</i> happens if you fail. Still want to do it?"</div>
<div>
<br />
Sometimes there's a situation where you could adjudicate it as a Wrestle <i>or</i> a Gambit.<br />
An easy example is a disarm - you could do that via a Wrestle (roll off, if you win you can choose to disarm) or via a Gambit (roll to hit twice, on success you've disarmed them).<br />
In a case like this just ask them what they'd prefer, telling them the difference and the stakes.</div>
<div>
<br />
<br />
<h3>
Non-Violence.</h3>
<div>
There's a <i>ton</i> of stuff people can do that doesn't directly hurt, hinder or otherwise mess with the agency of others.</div>
<br />
Much of the time you can just say "yea that happens". If someone wants to run away or use an item or whatever, just let them do it.<br />
<br />
If it feels like there should be some chance of failure, like they want to do something super quickly or while they're in melee or are otherwise in direct danger, make them roll an appropriate <a href="https://tenfootpolemic.blogspot.com/2017/01/dm-shit-how-i-use-skills.html">skill</a>.<br />
<br />
I use Climbing for this fairly often. If there's a real difference in elevation, like you're on the street and want to get up to the fighting on the roof, I'll have you roll Climb to get up there in a hurry.<br />
<br />
Even if it's something that seems impossible to do in a single round, like grab an oil flask <i>and</i> stuff a rag in it <i>and</i> light it, feel free to say it takes a few discrete rounds of actions.<br />
In my game this often results in "fine I'll throw the oil and then someone else lights it" which is legit. Teamwork innit!<br />
Also remember - Sleight of Hand to quickly do fiddly things is a legit way to use that skill.<br />
<br />
Don't make it too much of a ballache to do non-violent stuff in combat! <br />
The worst thing that can happen is that someone goes "oh fuck it whatever it's too hard, I just stab him" and just attacks instead of doing something more interesting or memorable.<br />
<br />
<br /></div>
<div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKVs9MoHsNWggoZyyju3rucLVTKAAqkTnm4zRAxW8MqnvQrH3XNsqOGtFWmTkSGu2x9SJGCSdM3lcz_rUy109wIS2NI5R5Z5PZfkCaPiwETtiRy9Je45qYlEkhX7J77jZh0BhfSt3gfoa0/s1600/Sawtooth1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="754" data-original-width="1340" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKVs9MoHsNWggoZyyju3rucLVTKAAqkTnm4zRAxW8MqnvQrH3XNsqOGtFWmTkSGu2x9SJGCSdM3lcz_rUy109wIS2NI5R5Z5PZfkCaPiwETtiRy9Je45qYlEkhX7J77jZh0BhfSt3gfoa0/s400/Sawtooth1.jpg" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<br />
<h2>
<span style="font-size: large;">
It leaps at you! - Running Monsters in Combat</span></h2>
</div>
<div>
<br />
The main thing with running enemies is that generally you want to run them as quick as possible so the players can get back to making decisions.<br />
<br />
<h3>
What do they do??</h3>
You get all sorts of monsters with all sorts of bullshit abilities.<br />
<i>Make sure the powers are easy to adjudicate! </i>Sometimes I'll make a monster and give them some cool fiddly power and <i>oh no</i> turns out I made them come in packs of 2d10 <i>what was I thinking</i>!?<br />
<br />
I know <a href="http://meanderingbanter.blogspot.com/">Spwack</a> has success with letting monsters use Gambits, but I don't do it personally.<br />
That means monsters are either Attacking (probably with some bullshit monster ability) or Wrestling (monsters <i>love</i> wrestling, especially if they have teeth and claws and/or can jump great distances).<br />
<br />
Don't be cagey about why monsters are doing what they're doing. <br />
"It's protecting its master!" or "you hurt it last time!" or whatever.<br />
Hell, if they're tactical enemies have them talk to each other about their tactics!<br />
"Hit the wizard before she casts that spell!" or "stay at a distance from the one with the greatsword!", that sort of thing.<br />
<br />
I'd reiterate a bunch of stuff about how to make "simple" monsters fun in combat, but again, some shithead<a href="https://dndwithpornstars.blogspot.com/2012/01/how-to-keep-keep-simple-combat.html"> did it better</a> long ago.<br />
<br />
<br />
<br />
<br /></div>
<div>
<b>Sidebar: Monster Wrestling</b></div>
<div>
<div>
<br /></div>
<div>
If multiple monsters gang up on one PC, they could be in trouble!<br />
Since everyone rolls at once and the winner chooses what to do to <i>one</i> of the losers, it's hard to win and hard to kick them all off even if you do win!<br />
<br />
Tying a PC down with a few little baddies is a good time, and if they've got Shanky weapons like knives they can all potentially deal damage by beating the PCs AC.<br />
<br />
<br />
<h3>
Who do they kill??</h3>
Sometimes you know <i>exactly</i> who an enemy is going for, like they're in deadly melee with a PC or they always go for the person with the least HP or they <i>hate</i> goblins.<br />
<br />
Other times, I roll and decide why they did what they did <i>after</i> rolling.<br />
<br />
A common phrase at my table is "high or low?", meaning that there are two potential targets and you've got to choose whether you're attacked on a 4-6 or a 1-3.<br />
Roll the dice, see who they go for.<br />
<br />
Sometimes I weight the results. "Ok you're down and no threat, but they might come to finish you off anyway because you killed their best friend. How about on a 1-2 they go for you and on a 3-6 they go for your friend nearby?"<br />
<br />
If someone goes "hey no why are they attacking me?! Why don't they attack that guy?" then rolling to see who they go for is a good shout.<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkPQ3PHPtDtZgKkhpVboslJ1JNmAhX5IyO5y_MMUXxuphJMTPH9LagCyu51_ZGFRXmq-OK9gnOtG-8oeZjjqmJluLF9-d9xnJuzAwy8nZzevVfcGphVPuyPPdDzJZqPxSEb4Prvo8DmMVs/s1600/maxresdefault.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="1280" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkPQ3PHPtDtZgKkhpVboslJ1JNmAhX5IyO5y_MMUXxuphJMTPH9LagCyu51_ZGFRXmq-OK9gnOtG-8oeZjjqmJluLF9-d9xnJuzAwy8nZzevVfcGphVPuyPPdDzJZqPxSEb4Prvo8DmMVs/s400/maxresdefault.jpg" width="400" /></a></div>
<br />
<br />
<br />
<h3>
When do they stop??</h3>
</div>
</div>
<div>
When you:<br />
- Kill them<br />
- Make them stop<br />
- Run away<br />
<br />
<h3>
Kill them!!</h3>
</div>
<div>
The obvious one! Kill them before they kill you!<br />
<br />
I roll monster HP on Xd6+X, where X is HD.<br />
Not necessarily for mechanical consistency reasons, <a href="https://tenfootpolemic.blogspot.com/2014/02/roll-monster-hd-on-d61-because-you-have.html">I just have lots of d6s</a> and the bell curves line up. If you've got enough d8s by all means use them!<br />
<br />
I've got a couple of gimmicks with monster HP too.<br />
<br />
If it's a gang of small enemies, like humans, I'll roll HP in the open after an attack hits them. If they survive, I put the die I just rolled on that enemy to show how much they've got left. (This is easy because I use pennies or other flat tokens for baddies).<br />
<br />
For big beefy boys I roll all their HP behind a book or something, then as they're damaged I chuck the dice back into the box behind the screen to show how hurt they are.<br />
It's fun to throw a few back when someone hits with a particularly meaty blow!</div>
<div>
<br />
<br />
<h3>
Make them stop!!</h3>
<div>
Morale is the main one! Roll on first death, when there are half left and/or when shit's starting to get slow and it's obvious the PCs are going to win.<br />
<br />
Otherwise this is because my players have tried to initiate negotiations or something. If this happens just keep in mind what the enemy probably wants ("not to die" is a common one) and what they've got to bargain with.<br />
I love a chatty baddie, so I'm usually open to this sort of thing!<br />
<br />
<br />
<h3>
Run away!!</h3>
</div>
<div>
When the going gets tough, the tough get out of there!</div>
<div>
Chase scenes use the <a href="https://tenfootpolemic.blogspot.com/2017/05/flee-snakes-ladders-chase-mechanics.html">snakes and ladders minigame</a>. I've got this on the back of the laminated marching order sheet, so I can flip it for chase scenes!</div>
<div>
<br /></div>
<div>
All you've got to do is work out how fast the baddies are on a scale from 1d10 (fast and light) to 1d4 (slow and clumsy). Since the maximum for an unencumbered character is 1d10, extra super fast enemies might roll on a 1d12.</div>
<br />
Since the minigame is intentionally fairly abstract make sure to tie it into the fictional events! If the someone rolled really poorly or particularly well, make up why!<br />
<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2YdsQklroh0Dbv0NQ8v4yr45M7QHJKwCIgrh5YFst8X-YuAdDW8qdjj-eYXXB86RIQZF7Xb24-Q1I0sjM4KbgzHDlVAF4TYcJ4aM6TIj41O_2uhta8knGGGfaxckNYOndOb5z3Y1gXbhX/s1600/boss+monster.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="433" data-original-width="770" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2YdsQklroh0Dbv0NQ8v4yr45M7QHJKwCIgrh5YFst8X-YuAdDW8qdjj-eYXXB86RIQZF7Xb24-Q1I0sjM4KbgzHDlVAF4TYcJ4aM6TIj41O_2uhta8knGGGfaxckNYOndOb5z3Y1gXbhX/s400/boss+monster.jpg" width="400" /></a></div>
<br />
<br />
<br />
<h2>
THE BEAST COMETH - Boss Monsters</h2>
<div>
I don't often use boss monsters. It's a lot of work for something that, if all goes to plan, dies and can't be used again.</div>
<div>
<br /></div>
<div>
But hey, I do them sometimes! Most recently with <a href="http://tenfootpolemic.blogspot.com/2018/07/apocalypse-dragon-ninhursag.html">Elemental Dragons</a>, and usually one-shots end with a big baddie.<br />
Like that one time versus <a href="http://tenfootpolemic.blogspot.com/2016/12/the-lair-of-holly-spirit.html">Santa Claus</a>.<br />
And that other time versus <a href="http://tenfootpolemic.blogspot.com/2016/12/the-dungeon-of-iaxww-christmas-gimmick.html">Trump</a>.</div>
<br />
Basically boss battles work best in a one-shot railroady format, so they turn up a lot then!<br />
<br />
What I <i>do</i> use sometimes is a powerful foe with fiddly abilities - and isn't that what a boss monster is when you get right down to it. You don't want to have more than one or two fiddly foes in a battle!<br />
<br />
The main thing to remember is that the players have almost always got <i>way</i> more actions and agency and attacks than a lone baddie, and mine have enough alpha strike potential to nuke a single target to the ground in the course of a single turn. Unintuitively, boss monsters are more vulnerable than a mob.<br />
A boss monster that's just a big lone guy with lots of health is going to die.<br />
<br />
So how to run them? Be aware of this. Give them abilities that allow them to be a threat <i>outside</i> of turn order. Make sure it's not just one meaty boi in a room - have them call for help.<br />
Sometimes this can be a bullshit aura. Sometimes this can be immunities or resistances to certain attacks. Maybe they fuck with terrain, or have weird abilities that fuck with the players instead of the characters.<br />
<br />
On their turn, try to change the battlefield a bit.<br />
Smash characters around with a huge and powerful monster, pounce on the back rank with a fast and leaping monster, command the troops intelligently with a smart and tactical monster.<br />
<br />
While your usual rabble might just act at random, give a bit of extra thought to boss monsters and other more complex creatures.<br />
If they're chatty and can negotiate with PCs while they're carving them up, so much the better!<br />
<br />
<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0uHx3fpvitOSA7EbVwQ4lRPFMOQSRCkgfRk4UQCU83jPQaNH-d4KTLhsNGlY_peS6dyLkOpleZ8dz9ggqxxXyIqimpbAuubb-zsoVkFS8XyktOYKcuLsFGBYXociRXSdpiTicZHwGNAvd/s1600/pwtvo3poxq67rnibwfg5.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0uHx3fpvitOSA7EbVwQ4lRPFMOQSRCkgfRk4UQCU83jPQaNH-d4KTLhsNGlY_peS6dyLkOpleZ8dz9ggqxxXyIqimpbAuubb-zsoVkFS8XyktOYKcuLsFGBYXociRXSdpiTicZHwGNAvd/s400/pwtvo3poxq67rnibwfg5.jpg" width="400" /></a></div>
<br />
<br />
<br />
<h2>
A Final Note on PC Death</h2>
<div>
Sometimes, a character will die.<br />
<br />
For a PC death to feel legit it has to be:<br />
- a consequence of player agency, and<br />
- a known threat</div>
<div>
<br /></div>
<div>
If it feels like the PC had no choice in the matter, or couldn't have done anything to prepare for it, it feels cruel and arbitrary.</div>
<div>
<br /></div>
<div>
Look at Jon Snow up there. He made some dumb fucking choices and deserved to die for those choices, but they were <i>his</i> choices.</div>
<div>
If it feels like you've railroaded a PC into a situation where they had no choice but to die, it's bullshit.<br />
If the PC just dies out of nowhere and couldn't have discovered the thing that killed them, it's bullshit.</div>
<div>
<br /></div>
<div>
This is why it's important to telegraph traps, or at the very least telegraph that this is a place where traps are possible. </div>
<div>
It's also why my <a href="https://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">Death and Dismemberment rules</a> are so complex, it means that you can survive a poorly telegraphed attack better!</div>
<div>
<br /></div>
<div>
Basically, make sure that if a PC dies it's their fault!</div>
</div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com0tag:blogger.com,1999:blog-4436797024696330837.post-60144025074911624972018-11-15T06:22:00.001-08:002023-08-21T03:51:29.145-07:00Crits and Fumbles 2018<a href="https://docs.google.com/document/d/17HPPUwo2B5KM2zXTTebD5B5KHjSwjKYe8yDD5GUWvcc/edit?usp=sharing">Crits and Fumbles document</a> is <a href="https://docs.google.com/document/d/17HPPUwo2B5KM2zXTTebD5B5KHjSwjKYe8yDD5GUWvcc/edit?usp=sharing">here</a>.<br />
<br />
If you roll a natural 20 on an attack, roll 1d20 on the Critical Hit table.<br />
If you roll a natural 1 on an attack, roll 1d20 on the Fumble table.<br />
I know, revolutionary.<br />
<div style="text-align: center;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNtEeLXNLuykiWXaJgLui8sANC3_TsPUeaPtHecIzmqmnkzOPAgV7DdBnOqn3eBo78GeoZZ14rrvbtT4vLrfkTbZXtZi6D-UF3dNmZ7zXtDgjwbgrJ5LoZ2p6w8XouQNGaLL7pTth4WdKL/s1600/Screenshot+2018-11-15+at+07.30.02.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="755" data-original-width="1185" height="253" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNtEeLXNLuykiWXaJgLui8sANC3_TsPUeaPtHecIzmqmnkzOPAgV7DdBnOqn3eBo78GeoZZ14rrvbtT4vLrfkTbZXtZi6D-UF3dNmZ7zXtDgjwbgrJ5LoZ2p6w8XouQNGaLL7pTth4WdKL/s400/Screenshot+2018-11-15+at+07.30.02.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>click to embiggen</i></td></tr>
</tbody></table>
<div style="text-align: center;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjURYGTbQ-CNhXSEmKYHXh1ygzUzdOAMjWnB2b97bB4FeYRhAGeFMsHdgHMUs1ptgUPtdTDCk3xNVT8MEqVcGR5SL62bGLmhmfBSldn9MPxgQbHOvPekLhjhqzwBst7MMN9w7S8_lAw8G7A/s1600/Screenshot+2018-11-15+at+07.30.25.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="752" data-original-width="1184" height="253" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjURYGTbQ-CNhXSEmKYHXh1ygzUzdOAMjWnB2b97bB4FeYRhAGeFMsHdgHMUs1ptgUPtdTDCk3xNVT8MEqVcGR5SL62bGLmhmfBSldn9MPxgQbHOvPekLhjhqzwBst7MMN9w7S8_lAw8G7A/s400/Screenshot+2018-11-15+at+07.30.25.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>click to embiggen</i></td></tr>
</tbody></table>
<br />
<h2>
Notches</h2>
<div>
If you've read <a href="https://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">my house rule doc</a> or saw one of the <a href="https://tenfootpolemic.blogspot.com/2014/03/new-crit-and-fumble-tables.html">previous versions</a> this will be familiar.<br />
For those who haven't, here's an explanation!</div>
<div>
<br /></div>
<div>
<b>Notch Weapon</b><br />
A weapon that takes a Notch drops a die size for damage. 1d10 > 1d8 > 1d6 > 1d4 > 1<br />
<div>
When you hit with an attack, you can sacrifice your weapon to roll its original un-notched damage die. If you do this it falls apart and is irreparable.</div>
<div>
This is generally more worthwhile when your weapon is so badly Notched it’s not worth using.<br />
<br /></div>
</div>
<div>
<b>Notch Armour</b><br />
Armour that takes a Notch gives the wearer -1 AC.<br />
If your armour takes so many Notches it’s worthless, it falls apart and is irreparable.</div>
<div>
<br /></div>
<div>
<b>Repairs</b><br />
Repairs cost 10% of the cost of the weapon per Notch.</div>
<a href="https://tenfootpolemic.blogspot.com/2014/04/next-we-get-to-weirder-shit-with-dwarf.html">Dwarves</a> can fully repair an item given a day and simple tools.<br />
The <i>Mending</i> spell fully repairs an item.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlrdLL82qcXNN_QVY44cEHHyc94G_agRfrq7AKJXylzTOfZAoS3flJP15mU7Mn40vZ_PDmll20lzsvdksnb7OP6TYXYRsE2VjKkVQPqTwinW7fQ3ptfCCNoSs-DUVR4Lrle6GHMAFEeDmv/s1600/high+level+fighter.gif" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="200" data-original-width="500" height="128" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlrdLL82qcXNN_QVY44cEHHyc94G_agRfrq7AKJXylzTOfZAoS3flJP15mU7Mn40vZ_PDmll20lzsvdksnb7OP6TYXYRsE2VjKkVQPqTwinW7fQ3ptfCCNoSs-DUVR4Lrle6GHMAFEeDmv/s320/high+level+fighter.gif" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">he's just a high level fighter whose DM thinks HP is Meat Points</td></tr>
</tbody></table>
<br />
<br />
<h2>
Ongoing Effects</h2>
<div>
Hopefully these are self-explanatory.<br />
<br />
If you're affected by something, save at the start of the round to end the effect.<br />
Remember that your Wisdom Modifier applies to saves vs mundane effects!<br />
<br />
If you want a guideline to the mechanical impacts I'd apply -<br />
<br />
<b>Blinded:</b> Can't see (obviously). Melee attacks at -4, ranged attacks don't work.<br />
<b>Helpless:</b> Melee attacks automatically hit a helpless target for max damage.<br />
<b>Prone:</b> +4 to hit prone target in melee, -4 to hit prone target at range. It takes a move to stand up.<br />
<b>Slowed:</b> Moving requires an Action instead of being a free move. (ie. you can either move <i>or</i> do something)<br />
<b>Stunned: </b>Can't do anything on your turn.<br />
<b>Surprised:</b> AC is 10+Armour only. Attackers can <a href="http://tenfootpolemic.blogspot.com/2017/01/dm-shit-how-i-use-skills.html">roll Backstab</a> for potential extra damage.</div>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9fdEMNkkL3LzzqUhB4rTcFPglGP-EA-LIgvmPsapMY5sNpQ1frGTIW5jqH0ioPYFYPI-mcxKWTWYcbCffU0lEddm54i73RHR2y-8BKN2OZdn_aagiMj2qgVsM9peiAm4Ok_FgcZSBG5o9/s1600/gambit.gif" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="212" data-original-width="508" height="133" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9fdEMNkkL3LzzqUhB4rTcFPglGP-EA-LIgvmPsapMY5sNpQ1frGTIW5jqH0ioPYFYPI-mcxKWTWYcbCffU0lEddm54i73RHR2y-8BKN2OZdn_aagiMj2qgVsM9peiAm4Ok_FgcZSBG5o9/s320/gambit.gif" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">textbook gambit, I should have saved this for a combat post</td></tr>
</tbody></table>
<br />
<h2>
Changes</h2>
This isn't so different from the tables I've used for years, it's just those were four years old and needed a bit of a redo.<br />
As before I've kept the effects fairly generic so you can describe them in a way that fits the fictional situation.<br />
Crits and fumbles are a fun time to let the player narrate what just happened too! Mix it up a bit!<br />
<br />
<b>Choices for the common case of inhuman foes</b><br />
Several crits now have a choice. eg. Sunderer gives a choice between shattering target's weapon <i>or</i> disabling a natural attack until they Save vs Stun.<br />
This is because I fell into the classic trap of considering only armed person on armed person combat, when much of the fighting in this game is against monsters.<br />
Fighting a knight? Shatter their sword. Fighting a giant snake? Disable its bite.<br />
<br />
<b>Theatre-of-the-Mind Slowed Condition</b><br />
Movement-based effects were kinda lame because it's been nearly a decade since I last used a battle mat, nowadays anybody can move anywhere (within reason) and the biggest limitation on movement is Opportunity Attacks a la 5e.<br />
Instead of the worthless-in-context "halved movement", being Slowed means you've got to use an action to move.<br />
Cute mechanical impact - this means you can't Parry and Move to disengage. If you want to get away you'll have to take a hit, or maybe gambit.<br />
<br />
<b>No Quality</b><br />
I used to have a <a href="https://www.lastgaspgrimoire.com/the-house-of-rules/#notches">Quality</a> rule where better weapons would notch less often, but in practice people just paid the cash for the best weapon and/or just plain forgot.<br />
Weapon/armour damage on crits and fumbles comes up enough to be interesting without being a real drag.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwizPdsW857vFC_uJXt4qBeEujtHQIvMDA6hyp-na_r8_KbcXrIsPjHjF4Et0JMVI2KMn2rAegU54vi3gAPziVNkZ6WA1Uxx6UWc9wqCWl7GXc_lq36ixLId7GNXKVhAMgNyBDQ2wzQWAC/s1600/throne+fight.gif" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="329" data-original-width="700" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwizPdsW857vFC_uJXt4qBeEujtHQIvMDA6hyp-na_r8_KbcXrIsPjHjF4Et0JMVI2KMn2rAegU54vi3gAPziVNkZ6WA1Uxx6UWc9wqCWl7GXc_lq36ixLId7GNXKVhAMgNyBDQ2wzQWAC/s320/throne+fight.gif" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">there's a bit in this scene where a guard's laser knife mysteriously disappears which I was going to call a fumble</td></tr>
</tbody></table>
<br />
<h2>
To all the haters out there</h2>
Some people will tell you that crits and fumbles (usually just fumbles) are bad for the game because a Fighter will roll more fumbles than a Wizard just because they're rolling more attacks or some shit.<br />
<br />
Those people are boring and haven't discovered the rad as hell solution called "Fighters get a +1 bonus to crit and fumble rolls per level".<br />
Wow would you look at that, now Fighters recover from fumbles and do multi-overcrit instant kills a whole lot more. Wild!<br />
<br />
Now this is just for Fighters, other classes in the melee combat niche like Barbarians will still roll a bad fumble every so often, but that's because Barbarians are sloppy and Fighters are OP.James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com4tag:blogger.com,1999:blog-4436797024696330837.post-15121910290677058612018-10-09T02:59:00.001-07:002018-10-09T02:59:14.450-07:00Putting G+ to DeathIt's here. The death of Google+. Long prophesied.<div>
To jump on the back of <a href="http://www.bastionland.com/2018/10/life-after-plus.html">Chris' post here</a>, even though I doubt I've got as much reach as him, here's some options.</div>
<div>
<br /></div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAR7qeLMeCu1qkEVom447OxIhKlvgmbNNyjl5h_pdKMeKpVeZgmvWulNtxgjFBcGmGzT5N64fVqyUWLlAeGhDIlJka2bAV3mlnK7h82QK8Ir9gSK2aKbvnn5GycB2L_7dJSFzQMf6akpzg/s1600/1920px-Apocalypse_vasnetsov.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="839" data-original-width="1600" height="167" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAR7qeLMeCu1qkEVom447OxIhKlvgmbNNyjl5h_pdKMeKpVeZgmvWulNtxgjFBcGmGzT5N64fVqyUWLlAeGhDIlJka2bAV3mlnK7h82QK8Ir9gSK2aKbvnn5GycB2L_7dJSFzQMf6akpzg/s320/1920px-Apocalypse_vasnetsov.jpg" width="320" /></a></div>
<div>
<br /></div>
<div>
<br /></div>
<h3>
GET DISCORD</h3>
<div>
We've got an <a href="https://discord.gg/Gvcyt8t">OSR Discord</a>. It's pretty chill.</div>
<div>
<br /></div>
<h3>
MAKE BLOGS</h3>
<div>
There's a possibility that the scene gets more blog-heavy again, just like old times!</div>
<div>
There's an <a href="https://docs.google.com/spreadsheets/d/10qvE1s62UA55pleTW54RAZZw-oJQV8yYGZb_UtYo9TE/edit?usp=sharing">OSR Blog Roll</a> building up in Sheets, add your blog <a href="https://docs.google.com/spreadsheets/d/10qvE1s62UA55pleTW54RAZZw-oJQV8yYGZb_UtYo9TE/edit?usp=sharing">there</a>. Contrary to what you might believe, the OSR blog scene is still pumping and there are new authors all the time, so get on it!</div>
<div>
My blog roll on the sidebar there has a bunch of blogs, but it's hard to keep up!</div>
<div>
<br /></div>
<h3>
FADE INTO OBSCURITY</h3>
<div>
There's a possibility that there will be a migration towards MeWe, another obscure social platform nobody cares about.</div>
<div>
Is another obscure site the real way forward? Should we be worried about the weird free speech bent to the site? So many questions!</div>
<div>
Anyway, I'm there as <a href="https://mewe.com/i/james.young36">James Young</a> for now.</div>
<div>
<br /></div>
<h3>
GET ZUCCED</h3>
<div>
A number of people are on Facebook, but the signal-to-noise ratio in facebook groups is fucking abysmal. Either way, I'm <a href="https://www.facebook.com/TehJammers">James Young</a> there too.</div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com3tag:blogger.com,1999:blog-4436797024696330837.post-18513416763696417362018-10-01T06:00:00.000-07:002018-10-01T06:00:40.481-07:00Dungeon Masterchef - A Cooking SubsystemAs my campaign world slips ever-closer to its <a href="http://tenfootpolemic.blogspot.com/2017/12/if-you-love-your-world-set-it-free.html">inevitable end</a>, a very mundane question has arisen.<br />
<div>
<br /></div>
<div>
What the fuck do we eat?</div>
<div>
<br />
With the precipitous decline of the human population as a consequence of a <a href="https://en.wikipedia.org/wiki/Seven_trumpets#First_trumpet">third of all plants dying</a> and <a href="https://en.wikipedia.org/wiki/Seven_trumpets#Third_trumpet">all water being fucking poison</a> and, you know, all the demons and undead stalking the land, a fundamental pillar of the standard D&D game has been shattered - the humble home base.</div>
<div>
<br /></div>
<div>
No longer is there a convenient village within walking distance of the dungeon entrance where you can flip open your equipment list and buy some rations and ropes on the cheap. Because <a href="https://youtu.be/shs7VQhVvxA">everybody's fucking dead</a>.</div>
<div>
<br /></div>
<div>
And so my players huddle in a cave just inside of Dwimmermount, hoping that they'll be able to obtain the azoth they need to maybe stop the apocalypse, their supply of iron rations slowly dwindling, hoping that the various dungeon creatures here will be edible enough to stave off starvation.</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
A perfect time to become a <b>DUNGEON CHEF!!!</b></div>
<div>
<br />
---</div>
<div>
<b><br /></b>
<b><a href="https://docs.google.com/spreadsheets/d/1ybRkOw4k6uTKUz_IUcacGNpeiVrB1Zr5_WW-Y0CwDZA/edit?usp=sharing">Cooking Spreadsheet here</a></b></div>
<div>
Includes:<br />
- Rules Summary<br />
- Deliciousness table<br />
- Dinner Perks table<br />
- Known Recipes<br />
- Known Ingredients<br />
<b>- </b>Exotic Ingredient Side Effects<br />
<br />
---<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdr2fqgYYGZa35cTyikyndaa0Lugh2rbHlHbdm5Zf5qdl6Uby0dM81ZKROVVbaGwy7XZ8gntRexTZ4807MEJxcOcYuxwDAJ6OeG0q-VWY2K4M7QXCFOyG0TebvYcp6ZELiuTM-_Li9xx3T/s1600/hors.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdr2fqgYYGZa35cTyikyndaa0Lugh2rbHlHbdm5Zf5qdl6Uby0dM81ZKROVVbaGwy7XZ8gntRexTZ4807MEJxcOcYuxwDAJ6OeG0q-VWY2K4M7QXCFOyG0TebvYcp6ZELiuTM-_Li9xx3T/s320/hors.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The world's smallest taco</td></tr>
</tbody></table>
<br /></div>
<h2>
Hors d'Oeuvres</h2>
<div>
The key concepts in tl;dr:</div>
<div>
<br /></div>
<div>
<br /></div>
<div>
You can <b>eat food to heal</b>.</div>
<div>
<br />
<b>Take a break</b>. Minor HP recovery during the day.<br />
<b>Long rest</b>. Major HP recovery overnight.<br />
<br /></div>
<div>
---<br />
<br />
You can <b>eat food for buffs</b>.<br />
<br />
<b>Dinner Perks</b>. A delicious dinner grants you a boost until your next long rest!<br />
<b>Exotic Ingredients</b>. Monster flesh and other weird stuff can grant strange powers and mutations!<br />
<br />
---<br />
<br /></div>
<div>
There are <b>two types of food</b>.</div>
<div>
<br /></div>
<div>
<b>Iron Rations</b>. Basic bitch adventurer food. No use-by date. Calorie-dense but unappetising and you'd never eat this if something else was available. Dry nuts, chewy meats, hard cheese and stale biscuits. The Huel of the D&D culinary world.</div>
<div>
<br /></div>
<div>
<b>Proper Meals</b>. Now we're talking! Fresh ingredients cooked into a hot meal, from fortifying and hearty stews to tender brisket and leafy greens! A good chef can concoct a delicious meal from even the lowliest of ingredients, filling adventurers with good health and good cheer!<br />
<br /></div>
<div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs9yop9R-V46q526i-keEik_Q6aE3qrNYpZu3bVZrp2CXQervHdFrLAB992JjIIi6JcCn9jeoAkNd5qpjogfRofZRbEeGPAs-AoB-mfsfsC6e4h8JQGzFHUdvd6yncpKQNJJjgO-a4niKq/s1600/hors+d%2527oeuvres.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs9yop9R-V46q526i-keEik_Q6aE3qrNYpZu3bVZrp2CXQervHdFrLAB992JjIIi6JcCn9jeoAkNd5qpjogfRofZRbEeGPAs-AoB-mfsfsC6e4h8JQGzFHUdvd6yncpKQNJJjgO-a4niKq/s320/hors+d%2527oeuvres.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Stackable wheat crisps topped with soft cheese and chorizo</td></tr>
</tbody></table>
<br />
<br /></div>
<h2>
A Quick Bite</h2>
<div>
Eat food to heal during the adventuring day!<br />
<br />
<b>Taking a break</b> takes a ten minute Exploration Turn and involves eating food, adjusting your bags, hyping yourself up, and treating minor wounds.</div>
<div>
<br />
<b>Iron Rations</b><br />
Heal 1d6 HP.<br />
<br /></div>
<div>
<b>Proper Meals</b></div>
<div>
Heal 1d6 HP by default, but get improved healing up the dice chain based on how many unique Ingredients the meal has and how Delicious it is.</div>
<div>
<i><br />Dice chain:</i></div>
<div>
0 > 1d2 > 1d4 > <u>1d6</u> > 1d8 > 1d10 > 1d12 > 1d12+1 > 1d12+2 > etc</div>
<div>
<br /></div>
<div>
The primary means of improving the meal's Die Size is to add more ingredients:<br />
<b>+1 Die Size per unique ingredient.</b></div>
<div>
The secondary means of improving the meal's Die Size is to improve its Deliciousness.<br />
<b>Up to +3 Die Size</b> based on <b>Deliciousness</b> (see <i>Get Cooking</i> below)</div>
<div>
<b><br /></b>
<br />
<b><br /></b>
<b>---</b><br />
<i>Food takes the place of standard Healing Potions in my game.</i><br />
<i>Cheap mid-delve healing at the risk of a Random Encounter.</i><br />
<i>Iron Rations are perfect for this because you don't need to cook them. Bringing a lunchbox of cooked food in the dungeon is even better though!</i></div>
<div>
<b><br /></b>
<b><br /></b>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzZwvemaAttjKqVfbiYwOSTbp23-XvacuEKT9TgGJKZikIUXT2ayx8LnEUk0HTvnkmqzPa0YD2BO7oVL9ypeC9_kULpry1RNpp8ndUPaVvKxJWLmZpSIw2QRMY219Xin00JaFGsuafwgBk/s1600/main.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1066" data-original-width="1600" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzZwvemaAttjKqVfbiYwOSTbp23-XvacuEKT9TgGJKZikIUXT2ayx8LnEUk0HTvnkmqzPa0YD2BO7oVL9ypeC9_kULpry1RNpp8ndUPaVvKxJWLmZpSIw2QRMY219Xin00JaFGsuafwgBk/s320/main.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Crumbed chicken with salt-tossed sweet potato strips</td></tr>
</tbody></table>
<b><br /></b>
<b><br /></b>
<br />
<h2>
<b>The Main Meal</b></h2>
</div>
<div>
Eat food to regain HP rapidly overnight, and get a boost the whole next day!<br />
<br /></div>
<div>
A <b>Long Rest</b> is a night of peaceful sleep.</div>
<div>
<br /></div>
<div>
<b>Overnight Healing</b></div>
<div>
As per my <a href="http://tenfootpolemic.blogspot.com/p/the-ten-foot-polemic-unified-house-rule.html">house rules</a>:</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAcO3MqMaKKWUlrWo-dmQiawzmzlHBts07m2Bg7lnimc4ewJxJ93smIcZbG72g0DyqgccK4811MlrHKzfodaXAIjA7RhDjSRauC1QzA88LhhwHy3FcVKlHppNXjLg0WLDYk_PVivSiCmzw/s1600/living+standards.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="344" data-original-width="612" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAcO3MqMaKKWUlrWo-dmQiawzmzlHBts07m2Bg7lnimc4ewJxJ93smIcZbG72g0DyqgccK4811MlrHKzfodaXAIjA7RhDjSRauC1QzA88LhhwHy3FcVKlHppNXjLg0WLDYk_PVivSiCmzw/s400/living+standards.PNG" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div>
<br /></div>
<div>
Importantly, if you have food and shelter you upgrade from <b>Vagrant</b> to <b>Comfortable</b> conditions.</div>
<div>
Tents and food are important on wilderness trips - tents are easy shelter, rations are easy food.</div>
<div>
<br /></div>
<div>
<b>Iron Rations</b><br />
Easy but uninspiring. With shelter, upgrades you to Comfortable conditions as above.</div>
<div>
<br /></div>
<div>
<b>Proper Meals</b><br />
A sufficiently delicious meal unlocks an additional <b>Dinner Perk</b>!</div>
<div>
These range from further improving overnight healing rates to temporarily boosting an ability score.<br />
Dinner Perks last until your next <b>Long Rest</b>, so you get them for the whole next day.</div>
<div>
<br />
<br /></div>
<div>
---<br />
<i>This has already led to players getting back to their base camp and cooking up a nice meal for all their friends, which I really dig.</i><br />
<i><br /></i>
<i>Naturally it's also led to one player becoming obsessed with harvesting meat from dead creatures to taste their exotic flavours. Just as planned...</i></div>
<div>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcRFKogWCcP0qafeieQ1KmYm9_xgIp-L_Y1CUzQWrvr63k6xclaeO8y_YWvwVdzyt_92V90Qqt9WmHyxKO0hU4nPQQR8xHSmcp9BBPXlp_jSUorrrxRr8tDDvirx2xZ5sx5eV6rm_Q5UkY/s1600/fish.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1106" data-original-width="1600" height="221" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcRFKogWCcP0qafeieQ1KmYm9_xgIp-L_Y1CUzQWrvr63k6xclaeO8y_YWvwVdzyt_92V90Qqt9WmHyxKO0hU4nPQQR8xHSmcp9BBPXlp_jSUorrrxRr8tDDvirx2xZ5sx5eV6rm_Q5UkY/s320/fish.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I was going to illustrate with amusingly nicely arranged oven food, but I was legit proud of this salmon with balsamic glaze on quinoa salad.</td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<br /></div>
<div>
<h2>
Get Cooking!</h2>
</div>
<div>
Now that you know the benefits, you'll want to know how to cook!</div>
<div>
<br />
<div>
<b>Ready Steady</b></div>
<div>
Cooking a meal requires <b>fire</b> and <b>half an hour</b>.</div>
<div>
In a dungeon, <b>cooking doubles the chance of random encounters</b><br />
Enterprising gourmands might use this to their advantage.<br />
<br />
<div>
<b>Servings</b></div>
<div>
Each Ingredient is a standard ration. You make as many servings as standard rations you put in.<br />
Iron Rations can be used to bulk out a meal - an extra serving per Iron Ration - at the cost of flavour.</div>
</div>
<br />
<b>Don't Ask How the Sausage is Made</b><br />
If you're a player, this is all you need to tell me:<br />
<br />
1. What Ingredients are you using?<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPbYXJZjcd8DB3FqQDKfCzCNwgdZxEyUpQngmKEw7Gimhm8QFy5w4HUpYFcd8fF6vs3B4GAk_ip5aPT5Z-lBX9w69_GwWyDnj7Rm1DcX8G5S5q4h3mkSTFDVi9DUcKURp_zv-1x0cAIOUk/s1600/MVIMG_20180929_094713.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPbYXJZjcd8DB3FqQDKfCzCNwgdZxEyUpQngmKEw7Gimhm8QFy5w4HUpYFcd8fF6vs3B4GAk_ip5aPT5Z-lBX9w69_GwWyDnj7Rm1DcX8G5S5q4h3mkSTFDVi9DUcKURp_zv-1x0cAIOUk/s320/MVIMG_20180929_094713.jpg" width="240" /></a></div>
2. Do you apply any modifiers?<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwU1Xlm7WnQzW-QClhdSgRPUcpsVtyA_j3y2rvvWABgoOpU7VV8SzZBYVSc-W9svKx4ZgOLl2HrIIYfbICVz358PnA0T6NLlJHFKlNh_P13QUEv3arac4D3cQ-N8mghyphenhyphenXVQnxUwHIzXWNC/s1600/MVIMG_20180929_094706.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwU1Xlm7WnQzW-QClhdSgRPUcpsVtyA_j3y2rvvWABgoOpU7VV8SzZBYVSc-W9svKx4ZgOLl2HrIIYfbICVz358PnA0T6NLlJHFKlNh_P13QUEv3arac4D3cQ-N8mghyphenhyphenXVQnxUwHIzXWNC/s320/MVIMG_20180929_094706.jpg" width="240" /></a></div>
3. Tell me the final deliciousness and we'll see what happens!<br />
<br />
<br /></div>
<div>
---<br />
<br />
Here's the backend.<br />
<br />
<b>Recipes</b><br />
A unique combination of ingredients is a <b>Recipe</b>. If you're the first to make it, name it!<br />
Each recipe has a <b>Base Deliciousness</b> (2d8). Some dishes take more work to make them tasty.<br />
Each recipe has a <b>Dinner Perk</b> (see <a href="https://docs.google.com/spreadsheets/d/1ybRkOw4k6uTKUz_IUcacGNpeiVrB1Zr5_WW-Y0CwDZA/edit?usp=sharing">d100 Perks table</a>). You'll get the same perk each time you make this recipe.<br />
<br /></div>
<div>
<div>
<b>Deliciousness</b><br />
Anyone can make a tasty meal with a well-stocked kitchen and a bit of effort.<br />
Those without the proper equipment will just have to do their best.<br />
<br />
Take the Base Deliciousness and apply these modifiers:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglbF0Nt9jpN06awvxUWUOpyhbvzXQohs9AwzDChTOHywy9wTSB9dBVEJnmKPvy3WajGAy826lQRYfpySQ6i1_0f3OjVExfM7Jg59gc6qS2dZW0XljsQ-RIB1f0hMGOg9qsK44i4pFfvYPc/s1600/deliciousness+up.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="145" data-original-width="353" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglbF0Nt9jpN06awvxUWUOpyhbvzXQohs9AwzDChTOHywy9wTSB9dBVEJnmKPvy3WajGAy826lQRYfpySQ6i1_0f3OjVExfM7Jg59gc6qS2dZW0XljsQ-RIB1f0hMGOg9qsK44i4pFfvYPc/s1600/deliciousness+up.PNG" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJQwNtjFTD_MstgJNLU7Md2RGMEQr2JsOlUstjUvO8k1iOz_hi9MZvFelqyY560TRliV3UPstA7HOhpN7fkQ6owVXTHP2nVNQXRoRalFhMdO5XMU6bS6Y8kdkvqeVokOYJ5UQPYl8NCwTe/s1600/deliciousness+down.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="168" data-original-width="359" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJQwNtjFTD_MstgJNLU7Md2RGMEQr2JsOlUstjUvO8k1iOz_hi9MZvFelqyY560TRliV3UPstA7HOhpN7fkQ6owVXTHP2nVNQXRoRalFhMdO5XMU6bS6Y8kdkvqeVokOYJ5UQPYl8NCwTe/s1600/deliciousness+down.PNG" /></a></div>
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</div>
Then look up the result on this table:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBA8Jj3IYD9HoU6lENYiZivQPMt9EBPremvAb-RqNtDt-63RuUa6HoJB_QNLKDUE5sTo8rCGtN3UZyCv78AMyto4Mr67mZDZg-U9B0F3Pt5U24TJ2n_kZGJ1pnrLE9QJ3dcn02BDNhwBt/s1600/delicious.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="167" data-original-width="369" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBA8Jj3IYD9HoU6lENYiZivQPMt9EBPremvAb-RqNtDt-63RuUa6HoJB_QNLKDUE5sTo8rCGtN3UZyCv78AMyto4Mr67mZDZg-U9B0F3Pt5U24TJ2n_kZGJ1pnrLE9QJ3dcn02BDNhwBt/s1600/delicious.PNG" /></a></div>
The more delicious the better!<br />
<br />
<b>Dinner Perks</b><br />
The big gimmick, Dinner Perks.<br />
Have a tasty or delicious meal for dinner and you get a Dinner Perk.<br />
Eat a truly superb meal for dinner and you get an upgraded version of the perk!<br />
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<b><br /></b>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizFrhTNOeb1VMnKpMAZuk-w0MfBPrpxlWzag-UQ8v8sfnvRdE6JnuN4ymgS7OQrAOU3VfpISmQ-rRqqO2Fvn6TN_hgI4cZIYimwxzJW-kAY1XRf0L2Rg2-Tu-EbxN30KR-6STSqagGcjzC/s1600/Screenshot+2018-09-29+at+09.22.28.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="465" data-original-width="867" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizFrhTNOeb1VMnKpMAZuk-w0MfBPrpxlWzag-UQ8v8sfnvRdE6JnuN4ymgS7OQrAOU3VfpISmQ-rRqqO2Fvn6TN_hgI4cZIYimwxzJW-kAY1XRf0L2Rg2-Tu-EbxN30KR-6STSqagGcjzC/s640/Screenshot+2018-09-29+at+09.22.28.png" width="640" /></a></div>
<b><br /></b>
<b><br /></b><b>---</b><br />
<i>The big one for chefs is the bonus per time you've cooked the meal before. The more you cook, the better you get! </i><br />
<i>The good part is that we've got one person who's bang into this cooking system now and they're doing most of the cooking... but the downside is when they're not there everyone's like "fuck we don't have our chef!"</i><br />
<i><br />Halflings are naturally better cooks. Obviously that's why they have so have so many elevenses and second breakfasts.</i><br />
<i><br />Yes, there's a 1/100 chance of taking minimal damage from fire because you ate something yummy for dinner last night. It'd be amazing if that's the recipe that involves a lot of risky exotic ingredients!</i><br />
<br />
<i>You may have seen "weather effects" in the 21-30 result and wondered what those are.</i><br />
Fog, rain, high wind: Half overland speed, double chance of getting lost off-road.<br />
Extreme heat: 1 Con damage per four hours of travel.<br />
Sheer cold: 1d6 Con damage per four hours of travel unless wearing cold weather gear.<br />
<i>Four hours of travel lines up with the time between encounter rolls.<br />These feel a little boring so if someone has better weather mechanics out there I'd love to see them!</i><br />
<i>The apocalypse might go <a href="http://whatwouldconando.blogspot.com/2017/04/five-dimensional-weather.html">six-dimensional weather</a> soon with Raining Blood and Lacerated Sky and shit on there so it'll get more interesting soon I promise!</i><br />
<i><br /></i>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBncnP392WjD6jwa8dBym2ADX8pGojE7md3PXihG2J-gcfz0-wLreVCdYqrHmdc6tyG5_kEhAhJSqHjuyaqEOD-nowYpWNEKNkLjB67mSeNAqQ9iluRlk-OUpk1vKn2k-Xm_ZewW-FdVg/s1600/weevil+grub.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1069" data-original-width="1600" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEBncnP392WjD6jwa8dBym2ADX8pGojE7md3PXihG2J-gcfz0-wLreVCdYqrHmdc6tyG5_kEhAhJSqHjuyaqEOD-nowYpWNEKNkLjB67mSeNAqQ9iluRlk-OUpk1vKn2k-Xm_ZewW-FdVg/s320/weevil+grub.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I actually ate this bad boy - legitimately delicious cooked, like a bacon sausage.</td></tr>
</tbody></table>
<br /><br />
<h2>
Experimental Dishes</h2>
<div>
Exotic Ingredients are those from strange sources.<br />
Living plants, mutant beasts, the flesh of sentient beings.<br />
There are even rumours, some say, of a <a href="http://www.beefanddairynetwork.com/">Fifth Meat</a>...<br />
<br />
<b>Monster Mash</b><br />
Exotic Ingredients have weird and wonderful effects, unique per creature.<br />
When you eat an exotic ingredient, roll 1d10 on the respective table (See: <a href="https://docs.google.com/spreadsheets/d/1ybRkOw4k6uTKUz_IUcacGNpeiVrB1Zr5_WW-Y0CwDZA/edit?usp=sharing">Exotic Side Effects</a>) and see what happens...<br />
<br />
<b>I want <a href="https://youtu.be/GVrTepl2hvs">Fugu</a>!</b><br />
Some creatures can be prepared properly to reduce the risk or get some extra bonus - like boiling Green Slime to make it edible or grinding up dried Fire Beetle glands to make Beetle Spice.<br />
Such things are noted in the <a href="https://docs.google.com/spreadsheets/d/1ybRkOw4k6uTKUz_IUcacGNpeiVrB1Zr5_WW-Y0CwDZA/edit?usp=sharing">Ingredients</a> section.<br />
<br />
<br />
---<br />
<i>This is straight from the <a href="https://coinsandscrolls.blogspot.com/2017/07/monster-menu-all-part-1-eating-ad.html">Monster Menu-All</a>, obviously.</i><br />
<i>Eat monsters to get weird powers.</i></div>
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<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaA8JvMfKP1PTSIj3Dn1R_uG_TQJuYPHKj6fDEVfPQacQ5iFeoJKm5ZxZKLYpVi2vDpyqwjGhgxYc2-4fVSG2tXv-H26aENFyZOc5FO-ye1BRLRZSYtP5F8WV4JpArLKa2AzoWHA7yUIyF/s1600/mole+mole+mole.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaA8JvMfKP1PTSIj3Dn1R_uG_TQJuYPHKj6fDEVfPQacQ5iFeoJKm5ZxZKLYpVi2vDpyqwjGhgxYc2-4fVSG2tXv-H26aENFyZOc5FO-ye1BRLRZSYtP5F8WV4JpArLKa2AzoWHA7yUIyF/s320/mole+mole+mole.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Black mole best mole</td></tr>
</tbody></table>
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<br />
<h2>
Local Produce</h2>
</div>
<div>
Last but not least - hunting and gathering!</div>
<div>
Now that fresh food grants boons and healing, it's beneficial to go hunting for fresh food even if you've got iron rations to spare!</div>
<div>
<br /></div>
<div>
<b>Foraging</b><br />
When you spend the day foraging, roll Bushcraft with a modifier based on terrain.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihpCUsNbjb7lyS9Oskabffr9LxB4EucI7xSqr9vyCue43yn1htU9QRuX2-vCKszyl-_QtdkXFyvT-vLPrskpZLwzV7NAjXIJZeTeBXhvsDluyw-EW0SKZ7R3sCzLj838x_gs5J3Hx0n5Ja/s1600/Screenshot+2018-09-29+at+07.43.35.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="457" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihpCUsNbjb7lyS9Oskabffr9LxB4EucI7xSqr9vyCue43yn1htU9QRuX2-vCKszyl-_QtdkXFyvT-vLPrskpZLwzV7NAjXIJZeTeBXhvsDluyw-EW0SKZ7R3sCzLj838x_gs5J3Hx0n5Ja/s320/Screenshot+2018-09-29+at+07.43.35.png" width="320" /></a></div>
<div>
On success, gain 1d4 Standard Rations of the following type:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2RMveDnbyKImt5l8Bt-iFOun1iNVJsRa16SK2Pi6-3TxzadoStdfT5rBkb7sQoJWCBTIN0MAMBeOL5OuyKqR9ePTXE1V5E0RrVrhfeEf6xM3RQ-fFRQ7fZBmkcxVgObD2_5ryuVf8KvkV/s1600/Screenshot+2018-09-29+at+07.48.09.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="105" data-original-width="201" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2RMveDnbyKImt5l8Bt-iFOun1iNVJsRa16SK2Pi6-3TxzadoStdfT5rBkb7sQoJWCBTIN0MAMBeOL5OuyKqR9ePTXE1V5E0RrVrhfeEf6xM3RQ-fFRQ7fZBmkcxVgObD2_5ryuVf8KvkV/s1600/Screenshot+2018-09-29+at+07.48.09.png" /></a></div>
<div>
These are broad categories of Ingredient, but you can choose exactly what it is you found if you like. </div>
<div>
Common forage could include nettles, dandelion leaves and berries.<br />
Special forage might be plump mushrooms or wild onions.<br />
Small game includes hare, grouse, duck and other small animals.<br />
<br />
<b>Fishing</b><br />
When you spend the day fishing, roll Bushcraft with a bonus equal to your Sailing score.<br />
On success, gain 1d4+Sailing score Standard Rations of fish.<br />
<br />
<b>Butchering</b><br />
Every ten minutes spent butchering a creature yields 1d6 Standard Rations.<br />
Maximum butchering rolls are based on the size of the creature.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQiopX8VsGQwCjFFwQ-WnoaTLyVYUP4YPaae1-klRRdGB10IP7onH8XcVbp6EOamRyJph6U0F3ryPUzDU8aBTMvMWRm9HrCE8cqo9TxApAfBnWwk3vsz1WXszyGymkijhor8v1-szXL3j4/s1600/Screenshot+2018-09-29+at+07.55.59.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="102" data-original-width="316" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQiopX8VsGQwCjFFwQ-WnoaTLyVYUP4YPaae1-klRRdGB10IP7onH8XcVbp6EOamRyJph6U0F3ryPUzDU8aBTMvMWRm9HrCE8cqo9TxApAfBnWwk3vsz1WXszyGymkijhor8v1-szXL3j4/s1600/Screenshot+2018-09-29+at+07.55.59.png" /></a></div>
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<br />
---<br />
<i>Terrain table directly from LotFP.<br />I was going to do a Foraging table but it's so season- and biome-dependent that it didn't seem worth it, especially since I've got no experience of foraging myself! I figure if a player is into it they'll be able to do a better job of saying what they found than I ever could!</i><br />
<i><br /></i>
<i>LotFP has a thing where you reduce your overland speed if you're hunting... but in practice people only bother hunting for food if they're waiting for their friends to heal up so they tend to come back to base camp anyway.</i><br />
<i><br /></i>
<i>Fishing gives some ROI on Sailing score - mostly because I feel guilty about that skill being so very niche. People tend to put "Sailing" as one of their skills if they roll a fisherman Failed Career so this works for me.</i><br />
<i><br /></i>
<i>Butchering takes some time if you want to use the whole beast, so you're best lugging corpses out of the dungeon and butchering them at the camp.</i><br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP0w2sHMHIRj50P8BXteTuqFuUksTIlDa1EIbPpdlSJh_f0nXvW6DnnO62rFj6ka6BfbAEUZGZMgpihL_5RK0zWPPQ_j8T6_vcxFlv24hIZmdtpTZ5rLOJMxTSnAYB_XGBJ3JcxHE9YRs7/s1600/nuggets.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjP0w2sHMHIRj50P8BXteTuqFuUksTIlDa1EIbPpdlSJh_f0nXvW6DnnO62rFj6ka6BfbAEUZGZMgpihL_5RK0zWPPQ_j8T6_vcxFlv24hIZmdtpTZ5rLOJMxTSnAYB_XGBJ3JcxHE9YRs7/s320/nuggets.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Battered goujons with tomato reduction schmear</td></tr>
</tbody></table>
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</div>
</div>
<h2>
Sauces</h2>
<div>
Last but not least, the chefs who inspired me.<br />
<br />
This subsystem owes most of itself to the <a href="http://throneofsalt.blogspot.com/2018/07/unified-food-theory.html">Unified Food Theory</a> post by Dan (aka Dandyman on <a href="https://discord.gg/Gvcyt8t">Discord</a>) over at <a href="http://throneofsalt.blogspot.com/">Throne of Salt</a>. Drawing together a multitude of food-related posts into one place is what made this happen!<br />
Primary amongst these is the <a href="https://www.occultesque.com/2017/07/eating-good-in-dungeonhood.html">Eating Good in the Dungeonhood</a> post at <a href="https://www.occultesque.com/">Occultesque</a> which has the more-ingredients-mean-more-healing bit.<br />
<br />
The other big hitter is the <a href="https://coinsandscrolls.blogspot.com/2017/08/monster-menu-all-part-1-ad-monster.html">Monster Menu-All</a> over at <a href="https://coinsandscrolls.blogspot.com/">Coins and Scrolls</a>. Of <i>course</i> it's Interesting to eat monsters! They're monsters!<br />
<br /></div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com4tag:blogger.com,1999:blog-4436797024696330837.post-38087363841502113062018-09-20T06:09:00.003-07:002018-09-20T06:09:45.468-07:00Class: The ExtrasI'm putting this up here because I occasionally need to search my own rules at the table, it's almost exactly identical to the original by <a href="https://plus.google.com/u/0/102872447382721633800">Joseph Manola</a> which you can find at <a href="http://udan-adan.blogspot.com/">Against the Wicked City</a><br />
<br />
<div style="text-align: center;">
<span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif; font-size: x-large;"><a href="http://udan-adan.blogspot.com/2016/09/bx-class-extras.html">>>>HERE<<<</a></span></div>
<br />
<br />
<br />
Alright so, the Extras character class.<br />
<br />
Main gimmick - instead of being a single character, you're a gang of unnamed background characters whose collective efforts more or less add up to that of a "real" player character.<br />
Very silly, very meta, lots of fun!<br />
<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbkbdb85y9UyjG2s7DjHANYBZ4MiseqVPpt9ako-ompS6aORr05NHMxGCu6V62TILAPOZAmk69TpbijiVYAr_YgB6tXqlHFUSZtqkvrps9nOAEvG4bVm2pl-wVyjCiEc7iOLeEttvwL3-2/s1600/got+extras.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="563" data-original-width="1000" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbkbdb85y9UyjG2s7DjHANYBZ4MiseqVPpt9ako-ompS6aORr05NHMxGCu6V62TILAPOZAmk69TpbijiVYAr_YgB6tXqlHFUSZtqkvrps9nOAEvG4bVm2pl-wVyjCiEc7iOLeEttvwL3-2/s320/got+extras.jpg" width="320" /></a></div>
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</div>
<br />
<h2>
The Extras</h2>
<div>
<span id="docs-internal-guid-678d8bdc-7fff-0656-5c33-ecb4ceb43f22"></span><br />
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt;">
<span id="docs-internal-guid-678d8bdc-7fff-0656-5c33-ecb4ceb43f22"><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Be this if</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">You want to be a bunch of super meta slapstick background characters.</span></span></div>
<span id="docs-internal-guid-678d8bdc-7fff-0656-5c33-ecb4ceb43f22">
</span>
<div dir="ltr" style="line-height: 1.2; margin-bottom: 8pt; margin-top: 0pt;">
<span id="docs-internal-guid-678d8bdc-7fff-0656-5c33-ecb4ceb43f22"><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Being the Extras</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Some people are born to be Someone. Singular people, people whose stories will survive long after their deaths. Whether they’re good, evil, or somewhere in between, tales will be told of their trials and tribulations. Their triumphs, their tragedies, their rises from obscurity and their falls from grace.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">They loom large in the history of the world. Heroes! Villains! Legends!</span></span></div>
<span id="docs-internal-guid-678d8bdc-7fff-0656-5c33-ecb4ceb43f22">
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<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">But this is not you.</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">You’re the other guys.</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Alignment</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Collectively, you detect as </span><span style="font-family: "calibri"; font-size: 11pt; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Neutral</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">.</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">All for One</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Your mob of nameless Extras act mysteriously like a single character in many ways.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">They have a single HP pool. They have a single action per round. They can carry as much as one man.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">They also consume rations and ammunition like they were one person. Very strange.</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">One for All</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">In other ways they are very different.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">They take up four times as much room as a single character. They count as ten men when doing menial labour like digging and rowing.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">They also count as ten men when buying equipment – you have to buy ten swords or armours or whatever to get the mechanical benefit of just one. Bulk equipment like this only counts as a single piece of equipment for encumbrance and breakage though…</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">If you’ve got less than ten of a thing, each takes encumbrance and the Extras can benefit from the item only once per scene, like the magic sword guy takes a swing as the camera pans past.</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Named Characters</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">At level 1, give one of the Extras a name. This is your mob’s leader who gets a few lines!</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Once per scene, they get an extra action independent of the rest. Essentially you get two actions that round. Afterwards they get absorbed back into the general mob.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Each level you get another Named Character with the same ability, albeit you can only use the extra action ability of Named Characters once per round.</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Death of a Mob</span><span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">At 0HP, your Named Characters look around and realise they’re the only ones left, all the other Extras are dead! The Leader survives as a half-health Fighter one level below the Extras’ level, and the other Named Characters are simple 0-level mooks with 1d6 HP.</span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;"><br class="kix-line-break" /></span><span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">If they make it back to civilisation, they can gather more people and turn back into the Extras! If any of them die before then though, the survivors sorrowfully remain ordinary characters forever more.</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">Gameplay Stuff</span></div>
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<table style="border-collapse: collapse; border: none;"><colgroup><col width="113"></col><col width="87"></col><col width="100"></col><col width="100"></col><col width="100"></col><col width="100"></col></colgroup><tbody>
<tr style="height: 0pt;"><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; font-weight: 700; vertical-align: baseline; white-space: pre-wrap;">HP</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Stun</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Doom</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Blast</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Law</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">Chaos</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">1d12 – min. 8</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">14</span></div>
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<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">16</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">15</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">14</span></div>
</td><td style="border-bottom: solid #00000a 0.5pt; border-left: solid #00000a 0.5pt; border-right: solid #00000a 0.5pt; border-top: solid #00000a 0.5pt; padding: 0pt 5.4pt 0pt 5.4pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="font-family: "calibri"; font-size: 11pt; vertical-align: baseline; white-space: pre-wrap;">14</span></div>
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</tbody></table>
</div>
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<h2 style="margin-left: -10.8pt;">
----</h2>
<div>
As I say, this is all pretty much direct from the <a href="http://udan-adan.blogspot.com/2016/09/bx-class-extras.html">original Against the Wicked City Extras class</a> and all of the reasoning there is intact.</div>
<div>
<br /></div>
<div>
There only minor differences:</div>
<div>
The <i>Magic for the Masses</i> rules applies to anything the Extras have less than a full ten of. So if they've got ten swords and one axe, they can attack with swords as much as they want but only attack with an axe once per scene.<br />
<br /></div>
<div>
For <i>Death of a Mob</i> only one Named Character becomes a Fighter when the Extras hit 0HP, the others become 0-level minions.</div>
<div>
<br /></div>
<div>
<h2>
-- The Extras in Play</h2>
<div>
We've had a few Extras characters in the game since they got introduced a while back, the first as a silly test gimmick in <a href="http://tenfootprecis.blogspot.com/2017/02/session-124-white-milk-junkies.html">February last year</a> and the first "proper" use by a visitor from Australia in <a href="http://tenfootprecis.blogspot.com/2017/10/session-154-race-for-cure.html">October</a>.</div>
<div>
<br /></div>
<div>
As they're such a silly character class, they've seen quite a few wacky interactions with the rest of the rules.</div>
<div>
<br /></div>
<div>
Two things that stand out most:<br />
- "Death" at 0HP means they're much more vulnerable than other classes.<br />
- Failed Career and Retroactive Backstory work real silly and great.</div>
<div>
<br /></div>
<div>
<br />
<b>Death and Dismemberment:</b></div>
<div>
<i><br /></i></div>
<div>
The way <a href="http://tenfootpolemic.blogspot.com/2017/10/so-it-looks-like-youre-gonna-die.html">my death rules</a> work is that once you reach 0HP, you start getting hit for real. Instead of glancing blows and near-misses, the attacks start to draw blood and bruises.</div>
<div>
The idea is that HP is all luck and skill that shields you from real harm, "<a href="http://soogagames.blogspot.com/2015/03/describing-auto-hit-in-into-odd.html">hit protection</a>" if you will.</div>
<div>
<br /></div>
<div>
<i>But</i> since the Extras split into a Fighter and a bunch of 0-level mooks when they reach 0 HP, they don't have that extra layer of protection. They've got a big 1d12 hit die, but once their health is gone that's it!<br />No minigame of sitting around holding in your guts hoping for help, at 0HP your Extras are gone (for now) and you're suddenly in control of several individuals.</div>
<div>
<br /></div>
<div>
The other side of this coin is that, on reaching 0HP, a higher-level Extras character suddenly goes from having one action per round to having <i>many</i>. Between your main Named Character, now a Fighter, and all their minion friends, there's a good chance that you can go nova on whatever "killed" you.</div>
<div>
Even better, the damage that took you to 0HP doesn't carry over. The Extras can take a ton of damage, plummet to 0HP in one hit, and still survive as a Fighter and their minions!</div>
<div>
<br /></div>
<div>
<br /></div>
</div>
<div>
<b>Backstory:</b></div>
<div>
<b><br /></b></div>
<div>
At level 1, characters in my game roll a <a href="http://tenfootpolemic.blogspot.com/2014/01/200-failed-medieval-careers.html">Failed Career</a>.</div>
<div>
With the Extras, it means that you've suddenly got a whole mob of ex-shepherds or ex-farmers or whatever. A proper mob!</div>
<div>
And since an ordinary character starts with a repurposed weapon, the Extras start with enough of them for everyone to use.</div>
<div>
An army of background shepherds all wielding shepherd's crooks and rooting around corpses for swords is the <i>best</i>.</div>
<div>
<br /></div>
<div>
The other gimmick is <a href="http://tenfootpolemic.blogspot.com/2016/09/1d100-retroactive-backstory.html">Retroactive Backstory</a>.</div>
<div>
For your regular character class, this is so that we the players learn more about a character's past as they level up.</div>
<div>
For the Extras, the new backstory is for the new Named Character! This is great because it adds up to an Extras character being made up of a bunch of people with a shallow backstory, rather than a single person with a deeper backstory. Fitting!</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk1lAgDpoH7loeC2OnHWG4_-K6KBu1qeZYOOgVV24kIgzL-lgBQmzK-Ds0ESzzQXRna6KHE9n7y4yEsINQCFb2HZ0dOT9fMHLf1PwEtvSRCobIllV4XCj92LcJqf35MvOSEYmfk3vxN4DB/s1600/spiders.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="525" data-original-width="1024" height="164" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk1lAgDpoH7loeC2OnHWG4_-K6KBu1qeZYOOgVV24kIgzL-lgBQmzK-Ds0ESzzQXRna6KHE9n7y4yEsINQCFb2HZ0dOT9fMHLf1PwEtvSRCobIllV4XCj92LcJqf35MvOSEYmfk3vxN4DB/s320/spiders.png" width="320" /></a></div>
<br /></div>
<div>
<br /></div>
<h2>
Robin, Jr</h2>
<div>
Finally, an anecdote.</div>
<div>
<br /></div>
<div>
Due to wacky campaign shenanigans, we had a situation where one character (POWERLAD, superhero, only ever spelt in all caps) had "given birth" to a bunch of giant spider babies.<br />
The demon spider mother is now dead and POWERLAD wasn't much interested in raising a brood of spiders, so they were adopted by another character (Sir Robyn, raccoon-appreciating lawyer wizard).<br />
<br />
This was all very silly and the sort of thing a long-running campaign throws up organically.<br />
We ended up with a rapidly growing horde of teenage spider-kids, born of a demon spider and an anime character, adopted by a lawyer.</div>
<div>
<br /></div>
<div>
This was all well and good until Sir Robyn's player decided to retire the character for a while, sending him off to research some time travel spells that could help reverse the apocalypse.<br />
"Hey actually could I play as the Spiders?"<br />
A perfect opportunity to play as the Extras!<br />
<br />
And so it went for a while. Their leader, Robyn Jr or "RJ", is a weaboo spider who collects POWERLAD manga and has a shitty replica katana. Every level we met another individual shitty teen spiderkid with their own little backstory, and the little gang of spiders continued to grow!<br />
<br />
All that ended when a bunch of giant mites devoured most of the spiderkids, leaving RJ and three of his siblings alive.<br />
Only RJ survived...<br />
<br />
Which means that suddenly my allegedly gritty low-magic game now has a giant weeb spider Fighter with a katana, who just so happens to be the quasi-biological son of one PC and the adopted son of another.<br />
And it's all because of the Extras and a bunch of ridiculous emergent gameplay.<br />
<br />
I love it!</div>
</span></div>
James Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.com4