Friday, July 12, 2013

Apparently...

Fight On! is being released on lulu for free an issue at a time.

Wish someone had told me that when I still had time to catch the first three issues, but at least I've got #4 now.

Revisiting two old posts

Looks like I'm not the only one interested in trying to give 4e-esque monster abilities to humanoids in a gridless system-- the current D&D Next playtest is doing the same, at least for some monsters. I decided to download the latest playtest and see if what they've got is any more applicable than I already had. Some of 'em are pretty clever, but I think others need some work. I may have to do a second take on that post with some cues from this.

Also, I finally got a look at Carcosa and its psionics system is everything I wanted to do a couple months ago except better handled.

Monday, July 8, 2013

My old school weakness

I don't really like PCs to be too expendable.

Now... I don't mean that I don't think the PCs should ever lose or be in over their heads. I just mean that I like PCs to have a certain amount of fleshed-out characterization and they should be sturdy enough that one bad roll or slip-up doesn't mean having the effort of establishing that be in vain.

I'm a failure at being an old-schooler, aren't I?

Friday, July 5, 2013

Small animals for ACKS

Cat
% in Lair: 40%
Dungeon Enc: Solitary (1)/Clowder (1d6)
Wilderness Enc: Clowder (1d6)
Alignment:Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 1/2
Attacks: 1 (Claw)
Damage: 1d3-1
Save: Normal Man
Morale: 0
Treasure Type: Nil
Exp: 5

Monkey
% in Lair: 20%
Dungeon Enc: Troop (2d6)/Den (5d6)
Wilderness Enc: Band (5d6)/Den (5d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 1
Attacks: 1 (Bite)
Damage: 1d3-1
Save: Normal Man
Morale: -1
Treasure Type: Nil
Exp: 5

Rat
% in Lair: 10%
Dungeon Enc: Pack (3d6)/Den (3d10)
Wilderness Enc: Horde (3d10)/Den (3d10)
Alignment: Neutral
Movement: 120' (40')
>Swim: 60' (20')
Armor Class: 0
Hit Dice: 1/4
Attacks: 1 (Bite)
Damage: 1d3-1
Save: Normal Man
Morale: 0
Treasure Type: A
Exp: 5

Raven
% in Lair: 20%
Dungeon Enc: None
Wilderness Enc: Flock (1d6)/Murder (2d6)
Alignment: Neutral
Movement: --
>Fly 330' (110')
Armor Class:1
Hit Dice: 1/4
Attacks: 1 (Peck)
Damage: 1d3-1
Save: Normal Man
Morale: -1
Treasure Type: A
Exp: 5

Owl
% in Lair: 20%
Dungeon Enc: None
Wilderness Enc: Solitary (1)/Nest (1d4)
Alignment: Neutral
Movement: 300' (100')
Armor Class: 1
Hit Dice: 1/2*
Attacks: 1 (Bite)
Damage: 1d2
Save: Normal Man
Morale: -1
Treasure Type: Nil
Exp: 7

Small animals such as these are commonly chosen by mages as their familiars.

Cats: Cats generally get on well with humans, and are kept as pets or to deal with vermin such as mice. They often attack from ambush if they can. The stats for a cat can also represent other small, mammalian predators such as foxes or weasels.

Monkeys: Monkeys often nest in treetops. Many humans find their climbing and leaping comical, but they are also relentless in defense of their nests. These stats represent small new world monkeys such as spider monkeys or capuchins, but they can also represent climbing animals of similar size such as Lemurs or Wallabies.

Rat: Ground-dwelling rodents, rats are a common pest all over the world, although some cultures admire their resourcefulness. Large groups of rats are better represented by a rat swarm. Some rats, like their giant brethren, carry disease. These stats can also easily be used for a number of other small, mostly-harmless animals such as toads, hedgehogs, squirrels or lizards,(by taking away their swim speed but making them good climbers), or rabbits (by taking away their swim speed and increasing their speed to 150'(50'))

Raven: Ravens are clever, omnivorous scavengers, and tend to hoard small, shiny objects in their nests. They are an extremely popular familiar. Some ravens can be taught to imitate speech. The stats for a raven can also be easily used for other largish birds such as parrots, gulls, and crows.

Owl: Owls are nocturnal hunters closely related to hawks. Owls can see perfectly well in darkness and have a +3 bonus to surprise checks do to their keen eyes and silent movements.

My big stupid houserule post

These are probably not all the houserules I'm going to be using, but I'm tired of working on this-- I started on July 1st and it's the wee hours of July 5th now.

My usual ruleset is ACKS so these are written with that in mind.

Classes: The following classes are always appropriate for any campaign I run: Fighter, Mage, Cleric, Thief, Assassin, Bard, Explorer, Dwarven Vaultguard, Dwarven Craftpriest, Elven Spellsword, Elven Nightblade, Anti-Paladin, Barbarian, Dwarven Delver, Dwarven Fury, Elven Courtier, Elven Enchanter, Elven Ranger, Mystic, Paladin, Shaman, Warlock, Witch. The remaining classes sort of depend on the campaign-- ask me if you're not sure.

Cleric Weapons: Clerics can choose to use either their usual weapon selection or that of shamans (Club, dagger, hand-axe, short sword, staff, spear). Other narrow weapon selections, within reason, are also okay.

Turn Undead: A cleric can turn any evil creature as if it were an undead of comparable hit dice. For purposes of this spell, evil creatures include inherently evil creatures such as undead and summoned creatures of Chaotic alignment.

Cleric Spell List: Clerics make the following changes to their spell list:
  • 3rd level: Feign Death no longer exists, Prayer takes its place.
  • 4th level: Sticks to Snakes is not on the Cleric list, Death Ward takes its place. (My grievances with this spell are well-known. I don't mind Shamans having it, but I don't have a ready explanation for why.)
Warlocks: Warlocks do not gain a familiar by default. In its stead they gain the Death Healing power of the Zaharan Ruinguard (Warlocks use the Mage attack progression and therefore can't cleave, but any time they drop an opponent they can use this ability). Warlocks add Familiar to the list of proficiencies they may choose from. This may be waived according to player preference.

Additional Spells: If a character can cast spells and has a prime requisite of at least 13, they gain the ability to cast an extra first-level spell per day at the time of character creation. If a character can cast spells and has a prime requisite of at least 16, they gain they gain the ability to cast an extra second-level spell per day as soon as they gain the ability to cast second-level spells. If a character can cast spells and has a prime requisite of 18, they gain they gain the ability to cast an extra third-level spell per day as soon as they gain the ability to cast second-level spells.

Unusual Equipment: If you want to buy something out of the ordinary (ie not elsewhere listed in the rulebook or by me), Zak's Penny, Nickel, Dime, Quarter, Dollar rule is in effect.

Dullness/Fastness:  Sharpness and Slipperiness are both reversible spells. The effects of Dullness should be obvious (-1 to attacks with the weapon, but it still becomes magical). The effects of Fastness are thus:
When cast on a character, the recipient cannot be restrained or grabbed,wrapped in the grip of constrictor snakes, or otherwise be subject to any other grasping attacks, including binding ropes, chains, or cuffs, magical or otherwise. Simply put, nothing can get a grip on a character affected by slipperiness. The spell can also be cast on objects. A single casting is sufficient to affect 20 arrows, 2 one-handed weapons, 1 two-handed weapon, or one 10' x 10' patch of floor. Any object subject to the spell is virtually impossible to grasp, and characters must make an attack throw versus Armor Class 10 each round to let go of or throw such objects. The object can instead be used to bind two objects together. A proficiency throw of 20+ is necessary to pull them apart. Any individual moving or even standing on an affected area of floor must make a proficiency throw of 20+ each round or remain rooted to the spot.

Climbing Huge Opponents: If a combatant is significantly smaller than her opponent it may be possible for her to climb onto her opponent to find a better point to attack from. To climb an opponent, a combatant must succeed on a melee attack throw with a -4 penalty. The opponent must then make a saving throw versus Paralysis. If the opponent succeeds on his saving throw, he has shrugged off the combatant. If he fails, the combatant has climbed on. A combatant who is climbing an opponent may perform a brawl or regular attack at a +2 bonus so long as she stays on. The climbed-upon opponent may make another saving throw versus Paralysis each round to attempt to shake off the opponent, or may attempt to wrestle it. A combatant capable of backstabbing may backstab a creature she has climbed. A combatant capable of climbing walls may make a proficiency throw to hang on or avoid a wrestling attempt from a opponent she has climbed. Any bonus that affects attempts to wrestle also affects attempts to climb an opponent.

Shields Shall Be Splintered: A shield can be sacrificed to nullify all damage from a single attack, however if the attack does at least 6 damage in a single attack, the defender takes 1 point of damage reflecting the smash being hard enough to hurt their arm. Magical shields can absorb one additional blow per day per point of additional protection. Magical shields can also deflect spells of a level no higher than their enchantment bonus that specifically target their wielder once per day in place of an attack, or any spell a single time, but so doing breaks the enchantment on them and instantly destroys them. (Yes this makes magical shields really awesome-- that's sort of the idea)

The Life-Drinkers: Creatures that drain levels... don't. I've never liked this mechanic, even in old school games where it's that much less involved. Instead I've given them a suite of additional abilities along the lines of what Dyson recommended as follows chosen to use the following rules

Energy Drain: An attack that would ordinarily drain a character's level instead deals 1d6 damage and imposes a cumulative -1 penalty on all attack, saving, and proficiency/ability throws. If the penalty exceeds the character's level, she dies. 1 point of energy drained is recovered every L days where L is equal to the hit dice of the monster that drained the energy level.
Vampiric Bite: If a vampire Charms a living creature, the creature is willing, or the vampire successfully grapples the creature, it may bite. The bite deals 1d3 damage and drains 1d3 points of Constitution per round much as a Shadow does strength (for creatures without constitution scores treat its HD as equivalent to its constitution score). The vampire heals 1d6 damage for each round it drinks of the blood, but while it is so occupied all attacks against it are made as if the vampire were surprised.
  • Spectres: 
    • Paralyzing Strike: a spectre's touch paralyzes as a ghoul's.
    • Terrible Aura: The palpable aura of fear freezes all those who see a spectre. Save versus paralysis when first encountering the undead or be paralyzed for 1d6+1 rounds.
    • Possess: a spectre can possess any corpse. While so doing, the spectre cannot be harmed until the corpse is destroyed. It fights as a zombified version of whatever it was in life.
  • Vampires:
    • Vampiric Bite: If a vampire Charms a living creature, the creature is willing, or the vampire successfully grapples the creature, it may bite. The bite deals 1d3 damage and drains 1d3 points of Constitution per round much as a Shadow does strength (for creatures without constitution scores treat its HD as equivalent to its constitution score). The vampire heals 1d6 damage for each round it drinks of the blood, but while it is so occupied all attacks against it are made as if the vampire were surprised.
  • Wight:
    • Putrefying Aura: The wight is a creature of decay and death. In its presence milk curdles, bread moulders, meat rots, water turns brackish and swampy, and wine sours to vinegar. Any food or drink that comes within 20 feet of a wight spoils immediately and must be treated with Purify Food and Drink before it can be safely consumed.
    • Withering Touch: The claws of a wight spread its decay. Any normal plantlife touched or trod on by a wight dies. Magical plants and living creatures take 2d4 damage and seem unnaturally aged until they heal.
  • Wraith:
    • Cursed Wound: The blows of a wight inflict a terrible pestilence. They do not heal for a year and a day unless Remove Curse is cast upon the victim. Even then the scars will always ache on the anniversary of the day they were inflicted.
    • Creature of Darkness: Wraiths can cast Darkness at will.
    • Soulbound: Wraiths are born when a mortal succumbs to the corrupting influence of an evil magic item-- most often a cursed weapon, suit of armor, or ring-- which will always be present among their treasure in addition to whatever else of value they have. Whatever the item, it is sentient in the manner of certain magic weapons, is chaotic in alignment, and can only be disposed of via a Remove Curse spell. If the item's new owner dies while under the influence of the item, he rises as a wraith in 24 hours.

The Petrifiers: Petrification, except via the Flesh to Stone spell, is not an instantaneous process. When you fail your save, roll 1d6 for the number of rounds you have left to fight, strike a cool pose, or whatever. You are slowed during that time, and during the final round you are outright paralyzed. Any creature naturally capable of turning a creature to stone also knows how to turn a petrified creature back with a touch. Medusae cure petrification with their hands, basilisks with a slap of their tail, and cockatrices with a bite. A creature that has been restored from petrification is paralyzed until such time as healing magic is used to cure its paralysis. Normally they use this ability in order to restore their prey to an edible state, however intelligent ones such as medusae can sometimes be bribed or persuaded into doing it in exchange for mercy if subdued or in exchange for favors (usually involving undertaking a quest).

Golem Spell Immunity: Golems aren't completely immune to magic, however they are highly resistant to it. Unless a spell is specifically or implicitly named in their description, if it has a save they automatically succeed at that save. If it doesn't normally have a save, it does when used against a golem. (I don't think the golems in ACKS core actually have spell immunity, but I use the standard AD&D ones and that's the rule I use for them too)

Wraith Hoards: Wraiths are born when a mortal succumbs to the corrupting influence of an evil magic item-- most often a cursed weapon, suit of armor, or ring-- which will always be present among their treasure in addition to whatever else of value they have. Whatever the item, it is sentient in the manner of certain magic weapons, it is chaotic in alignment, and it can only be disposed of via a Remove Curse spell. If the item's new owner dies while under the influence of the item, he rises as a wraith in 24 hours.

New Equipment

I dunno, some items I sometimes think are worth having rules for. Availability of firearms depends on campaign, the rest I think is pretty standard.

Item Price Damage/AC
String 1sp

Pick 1gp
Bear Trap 40gp
Caltrops 1gp
Vial of acid 25gp
Chain, 20 feet 10gp
Paper, 5 sheets 5sp
Elvish steel arms x10 +1 attack
Dwarvish steel arms x20 +1 dmg/AC
Pistol 250gp 1d6*
Musket 150gp 1d8*
Bayonet 5gp 1d4/1d6
Smokepowder, flask 5gp

*Damage from firearms is exploding damage, meaning that if it deals its maximum possible damage value, roll damage again and add that to the total damage


String: String is ordinary flax or cotton twine. It is not sturdy enough to support more than a pound or two, but is useful for leaving signals or messages or marking a trail in a labyrinth.
Pick: A pick is about 2 feet long with an iron head. It is useful for breaking up stone. If used in combat it deals 1d6 damage.
Bear Trap: A bear trap is a simple mechanical trap consisting of a pair of iron jaws held in place by a spring. When triggered, the jaws snap shut and the creature that triggered the trap must save vs. blast or take 1d6 damage and have its speed reduced by half due to its leg being injured. This movement penalty lasts for 2d4 days or until magical healing is applied. Freeing a creature from a bear trap requires hands and takes one round.
Caltrops: Caltrops are small metal spikes that resemble jacks. It takes 1 round to scatter a bag of caltrops over a 5' radius. Creatures that attempt to walk through caltrops at more than half speed have a 2 in 6 chance of stepping on a caltrop. A creature that steps on a caltrop instantly stops in its tracks, takes 1 point of damage and moves at half speed due to its feet being injured. This movement penalty lasts for a day or until magical healing is applied.
Vial of acid: Acid can be thrown at enemies, dealing 1d8 points of damage for two rounds to the creature struck. It can also be used for weakening organic materials or metals, for instance dissolving the bars of a gate.
Chain, 20 feet: Iron chain can bear 105 stone, the weight of approximately seven human-sized beings.
Paper, 5 sheets: Each sheet is a largish piece of paper, about 24x16 inches.
Elvish steel arms: Elvish steel is extremely strong for its weight. Weapons made of Elvish steel attacks with a +1 bonus. Metal armor made of Elvish steel encumbers a character as if its AC was 1 less than normal.
Dwarvish steel arms: Dwarvish steel is particularly hard, but still quite flexible. Weapons made of Dwarvish steel deal 1 extra point of damage. Metal armor made of Dwarvish steel adds a +1 bonus to AC at no extra weight.
Pistol: A pistol is a firearm small enough to be used singlehanded. A pistol takes one round and both hands to reload. Historical pistols include the matchlock and wheellock pistols of the 15th through 17th centuries.
Arquebus: A smoothbore is a firearm big enough to require both hands to use. A pistol takes one round to reload. Historical muskets include the Dutch donderbuss or blunderbuss, the Japanese tanegashima, the French fusil, or the English caliver.
Bayonet: A bayonet is a dagger with a hilt that allows it to be fixed into the barrel of an arquebus. Fixing a bayonet takes one round. While the bayonet is fixed the arquebus cannot be reloaded or fired. Anyone who can fight using a dagger can also use an unfixed bayonet. The former damage value is for using a bayonet one-handed, the latter damage value is for a firearm to which one has been fixed, wielded in both hands.
Smokepowder, flask: Smokepowder is an alchemical substance with unusual properties-- in that quantities less than half an ounce explode with a loud bang and a great deal of smoke when exposed to high heat, pressure, or sparks, but larger quantities are safely inert. Though many alchemists seeks to create powder that will explode in larger quantities in order to make bombs and cannons, none have yet succeeded.. A flask of smokepowder is sufficient for 50 shots from a pistol or arquebus. Water will spoil it.
Bullets: A bullet can be used just as adequately in a pistol or arquebus as in a sling.

Wednesday, July 3, 2013

New Monster: Vermin Queen

Inspired, of course, by the 4e Lamia. ACKS used for the rule set:

Vermin Queen
% in Lair: 30%
Dungeon Enc: Solitary (1)/Nest (1d3)
Wilderness Enc: Nest (1d3)
Alignment: Chaotic
Movement: 120'(40')
>Fly: 60' (20')
Armor Class: 2
Hit Dice: 6***
Attacks: 2 or 1 (2 Claws or weapon)
Damage: 1d6/1d6 or weapon
Save: M6
Morale: +2
Treasure Type: H
Exp: 1070
A Vermin Queen is a swarm of horrid, intelligent black beetles with the ability to assume the guise of a beautiful human or demihuman. They use their talent for disguise to waylay travelers in order to devour their flesh and steal their skins and their memories. When a Vermin Queen eats a living human, demihuman, or humanoid creature, another beetle is born to the swarm. When the swarm gets too big to comfortably fit into a human skin, half of it splits off and becomes a new vermin queen. The mother swarm typically deposits the daughter swarm in the body of its next victim in order to provide it with its first disguise.

A Vermin Queen can freely change between a humanoid form and swarm form once per round. The touch of a Vermin Queen in either form paralyzes, much like a ghoul. Attacking a Vermin Queen with a torch or weapon will inflict 1d4 points of damage to the swarm. Fire-based and cold-based attacks will also damage a Vermin Queen, and a sleep spell will cause the entire swarm to go dormant. While in swarm form, a Vermin Queen fights just like an insect swarm apart from its HD, morale, saves, and paralysis ability.