Showing posts with label LOTFP. Show all posts
Showing posts with label LOTFP. Show all posts

Wednesday, 17 April 2019

Dungeon Dunnys






























Len Lakofka went mental at a thread I had on toilets in dungeons. I say it is realism, others say "Dunna Wanna Know" or "nobody wants to think about toilets in dnd". A dunny is Strayan for toilet or bog house, shit house, crapper, loo etc. Im sure orcs have exciting names for them. I did some tables on them in my redbrick dungeon book. Here is some options for historic lavatories. What do your dungeons have? Where do the monsters empty their chamber pots, or are dungeons a euphemism for open sewer? I like to think magic solves lots of these problems. Nightmen or Gong farmers would gather excrement from cities and sell to farmers, the richer the poop the more the value. Many streets would be ankle deep in shit with seasonal variations. There were times the river through London was a barley moving sewer and the city reeked from miles away. Concentration camps smelled bad. Plus all the animal waste. No wonder slave operated palanquins were so good. I found a real bronze age palace map with on suite large toilet rooms for royalty. If you don't want a fancy sewer use pigs, China thrived on them. A local swamp can help. As long as the rich don't drain it for land then find it actually had a handy function. At least have a chamber pot or a pig sty in every few rooms or a latrine pit. At least in DnD some monsters probably eat the stuff or breed  in it. I like giant dungeon dung beetles who roll around huge balls of poop that fill the corridoor and run you down. Perhaps a cult take care of this stuff? Let your creativity flow. Everybody poops, except possibly elves. 

Thursday, 5 July 2018

Werebeasts!































One of the best things about the rare Melbourne 1980s RPG RUS was any player could be a were creature and it wasnt that bud but the christians didnt like it so much. It was sorta dnd meers Runequest d100 skills plus russian fairy taled and pretty awesome. Anyway it had were owls, falcons, horses, crows, badgers all kinds some wearing old fashioned pagan era armou. It also had fearure you couldnt have a pagan sorcerer and a christian priest in the same party. You either took the guy who made pacts with demons to call some goblins from hell or the guy who heals you and stops evil stuff like wizards.

Anyway big fun, So this month will do some mutations, beast wars, lycanthrope stuff and I will be In Sydney working. Rents and hostels have gone up so I have to drop a whole level of standard. Still might be last time i can afford to work for a while. Will see how Im going. Will try some of my new unamed setting then. Plus some more of my redbrick book with LOTFP.

d10 Magical Animal Folk
1 Talking Animal (1in6) can cast spells or a character class
2 Beast Men Abhumans related to a animal species
3 Beastlings  small race of beastmen more like
4 Dire animals prehistoric larger survivors of the past
5 Giant Animals are magically enlarged animals, many also smarter
6 Ogre Beasts are ogre animal hybrids who eat people with animal features
7 Beast Lords are magical ancestral beast spirits who may form bodies
8 Were beast shape shifters spread by an evil disease
9 Spirit Folk animal spirit changeling folk
10 Beast Gargantua 30-50 HD monsters

Lotsa good monsters and Lycanthropes here
http://www.lomion.de/cmm/_index.php#g

Werebeast Basic powers
Most turn under a full moon into animal form
Some can become a hybrid for or change at will if experienced
If you lose half HP from werebeast you have caught lycanthropy
All these require silver, fire or magic weapon +1 or better to harm
Summon a d3 animals for a d4 rounds


Werehorse*
AC15
HD6+2
Att d6 Hoof x2 + d6 Bite or trample 3d6

Mov 24" or 2" Leap
Throw a rider for 2d6 damage then trample them as a surprise or might torment them

Werehorses like to trick people into riding them so they can throw and trample them. Some steal normal horses and might be horse thieves in human form. They are cunning sadists and like long plans even being someones horse for days before going on a murder spree. Many live as tame horses for months for food and travel then murder their masters.

Wereowl*

AC14
HD5+4
Att d6 Claws x2 + 2d4 Bite

Mov 12" or 16"fly
Ambush 1-4 if gliding attack
 from above in the dark
Lift Prey, If both claws hit can lift a person for a round of movement and drop them
Blood drain,Can suck 2d4 blood each round after initial bite attack


Owl witches are often spell casters and live in communities plotting the overthrow of common order. They like to eat babies and will haunt an area as a witch coven. Kill by night and harass travellers.


Wereweasel*
AC16
HD3+4
Att d6 Claw x2 + d6 Bite hangs on each round

Mov 16"Beserk, during rage can fight up to -10HP  but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possibleBlood Drain Once they get teeth in suck 2d4 HP blood per round until one is dead

Horrible gnarly scrawny sleazy hairy folk prone to working as sappers, miners, bandits, kidnappers, thieves and bloody murderers. Enjoy killing and smell of blood makes them berserk. Good on boats, tunnels, urban and other environments. Can climb and hang on ropes with their feet while fighting and biting. They track by scent and like eating small humanoids or halflings.


Weresnake*
AC15
HD6+3
Att d8 Bite+poison or grapple 2d6 per round after hit 

Mov 9" Swim 12"
Poison save or die, some breeds have sleep, hallucination, madness, or charm effects
Ambush 1-4 chance for surprise if from above or hiding while very still
Made by serpent men to replace lost members of their race. Many are spell casters or have a character class. They are cool and calm but will consider eating any smaller beings. They are a bit slow and cold make them lose more movement points. They will hide and ambush victims, dropping from above and can stay still and move slowly  and can climb easily. Their cult wear robes and have spread temples across the world with their wizard priests. Many serve serpent men as minions.

Wereauroch*
AC16
HD9+4
Att d8 Hoof x2 + d12 Bite  or Trample 4d6

Mov 15"
Beserk, fight in negative HP up to -10HP during rage but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possible

Enemies of early man but recently returned killing man sized creatures and even giants. In ancient times men left them offerings. Early kings would battle them to prove their worth.  These monsters destroy whole villages and if a group gather they systematically wipe out any animal big enough.

Weregoat*

AC14
HD4+2
Att d6 Hoof x2 + d6 Bite or 2d4 Headbutt or Trample 2d6

Mov 12" or or 2"Leap
Goat can charge at least 2" charge +1 to hit and does double headbutt damage

Horrible demon worshipers who serve cults and witches. They enjoy lusty moonlit dances, murder and chanting evil demon names in bleating goat choirs. They don't like human clergy, templars, clerics, inquisitors or any humans who don't fear them. They love demons and demons love them.


Werefrog*
AC16
HD9+4
Att d8 Hoof x2 + d12 Bite  or Trample 4d6

Mov 12" or 18" swim or 3" leap
Can hold breath one hour, ambush in 1-4 if hiding in water to attack

Horrible wetland creatures common near swamps and creeks. During rainy season they croak loudly and become lascivious kidnappers and cannibalistic killers. They can be quite haunting croaking in growing groups, gathering before a pre dawn attack. Dangerous in waterways will tip up boats or attack at crossings and crawl in sewer pipes and thin gaps a human couldn't. They worship ancient amphibian gods who have seeked revenge since only darkness and water and void existed.

Monday, 2 July 2018

Lycanthropy and You!



Lycanthropy and You!
Know The Facts!


The Facts!
Usually lycanthropy infects you if you lose half your HP from a werebeast

The disease takes a d12 day to run it's course, symptoms are visible half way through
It kills demihumans dead instead with fever showing half way through
Cured by a 11th+ level cleric with a cure disease and a remove curse spell in first year
Many normal animals will be wary of lycanthropes near them
At first full moon the lycanthrope changes into a into a full animal


For the first year
 -they make a saving throw to remember what they did at night in dreams
-if they die as a beast they revert to human form
From one to three years

- turn into a humanoid hybrid on the night before and after the full moon
-remember everything and change alignment permanently at all times
-they remain in form they die in but if cut open see the skin of other form inside
-can summon a d2 animal helpers for a d4 rounds of fighting
After 3 years 

-can turn into a humanoid at will by night
-they will transform if angry or passionate or wounded with a failed saving throw anytime
-summon a d4 animal helpers for 2d4 rounds of fighting and has a regular animal companion
After seven years

-they will be able to change at will into animal or humanoid form but always do by night
-the corpse will be in whatever form most dramatic of a mixture or keep changing
-can summon a 2d4 animal helpers for an hour and has two regular companions nearby


Breeding Habits

If you sleep with a werewolf you require a saving throw to avoid lycanthropy
If either parent is a lycanthrope when conceived
Giving birth to a lycanthrope baby is fatal if the mother is not a lycanthrope alreadyIf the Mother remains as animal all pregnancy she will have more children at birth

Child lives first year in form born which is same as mother when born
Children are very healthy, bite crawl early and late, talk late and mix poorly with humans

At puberty lycanthropy kicks in mostly but 1in6 something unpredictable and new happens

Wolvesbane

Each werebeast type has a specific herbal bane that effects them
Wolvesbane tea gives you a saving throw to resist within d12 day incubation period
Werewolves hate the smell of wolvesbane and prefer to not bite anyone brushed it
Werewolves in human form might sneeze or have a allergy to wolvesbane
Wolvesbane applied to a weapon or rock or club will wound a werewolf as silver one hit
Throwing a bunch at a werewolf will make it have a morale check

Werewolf Ointment

Evil cults and devils and elves offer werewolf ointment recipes
30gp of materials, and a month to brew one batch
Evil cults and books teach the formula which is much like other potions
Made from werewolf blood, wolf spittle, evil herbs and some baby fat
1st use turn into a wolf for ten minutes
2nd use turn into a wolf for one hour
3rd use infects with lycanthropy
A werewolf using it will transform immediately till the next dawn
Some cults tried to manage a werewolf hero but this proved difficult and tragic
Bad people sell it to dupes mostly but you can buy it for 100 gp otherwise

Wererwolf Pelts

Evil cults and devils and elves offer werewolf pelts mostly to make trouble or ruin lives
Made from a werewolf in process taking a month to cut off lycanthropes skin
Evil cults and books teach the formula which is much like other potions
The skin sits in cave covered in several quart of human blood every full moon
Then with a sacrifice to the evil werewolf spirits in a storm the item is blessed
When worn the wearer becomes a werewolf and is in a state of ecstasy
If they wear it beyond next dawn the skin bonds to the wearer making them a full werewolf
Bad people sell it to dupes they want to curse mostly but you can buy it for 1500 gp

Beserkers Shirt

Werebearskin coat equivalent with to +1 leather allows wearer to become berserk once a day for a ten round turn at will. It is good cold protection.

d10 Versions of shirt powers

1 Cannibalistic cravings, become chaotic, and wont take it off if fail a save
2 Worn past dawn wearer and coat bond, user becomes a normal bear permanently
3 Made by good werebears, wearer is friendly, hugs strangers and becomes chaotic good if fail save
4 Wearer becomes berserk in minus HP automatically for ten minutes
5 Power of the shirt gives three uses a day or 1in6 7 uses a day
6 On a full moon the wearer saves or turn into bear
7 The wearer can talk to all bears or bear creatures
8 The wearer can hibernate fot three months once a year if they want
9 Bears regard the wearer as a bearfriend unless the act otherwise
10 Bearer is immune to bee or swarm insect stings and can smell honey in 3"

Great Werewolf






































More Useborne supernatural inspired monster fun for lycanthrope month

Unrelated to the problem where a charitable person like i dunno Jesus bites you and you become a philanthrope or a mean selfish bastard bites you and you become a misanthrope.

Thinking i need to do a werewolfwars or beast wars
would beastmen get persecuted in werewolf war?
do they get along?
plus i have spirit animal folk changelings
and talking intelligent magic animals
so maybe a beastwars post
plants and mushrooms can have a go later
were direwolf size of an ogre anyone?
Or ogres that turn into Pleistocene monsters

Great Werewolf**

AC 17
HD 8+8
ATT d8 Claw x2 + 2d4 Bite + Beserk
MOV 18" (No Terrain penalties)
Beserker
Can fight in negative HP up to -10HP during rage
+2 Hit and damage, no fear or moral checks during rage
Once enraged will kill till nobody is moving for ten rounds
Defensive Abilities

Regenerate 1HP per round any wound not caused with silver or holy weapon
+2 or better magic weapon to hit as non human form or silver or fire to hurt
Only silver severing spine or cutting out piercing heart or brain will kill
Lycanthropy

Bites cause lycanthropy if wounded victim fails save after surviving fight
Diseased victims become normal werewolves or die if demihumans
Its children are normal were wolves
Wolf Mastery

Charm up to 8 wolf beings by eye contact 
d8 companions present when unprepared
Includes wolves, werewolves, wolf beastmen, dire wolves, winter wolves
Can speak to any wolf like being
Human Form

They can change at will and use any transition they can imagine
They can use armour and weapons and have a bite attack for exampleThe can cast class spells if not beserk and semi humanoid bipedal at least
As humans they have Track, Listen, Survival, Smell, Listen skills
They live forever unless killed, many are cult or pack leaders
If killed and body intact they often arise as a wight or vampire the next night
All have same HP as human form and most are 8HD fighters or another class
Tactics
Mostly they are genius and cunning so will avoid going beserk unless trapped and losing or in negative HP but once berserk last one turn or ten rounds. When berserk they are more vulnerable and cant use spells or effective tactics. They are willing to attack flee and return over time regenerating and infecting victims deliberately and wasting charmed allies then come back with more.

d10 Antics

1 Has taken a ruined castle as a lair with its horrible pack
2
 It came here to fight an ancient vampire enemy, we are just pawns 3 Taken over a cave complex which it returns too every few hundred years
4 Leads a coven of evil druids and promises to make the area a wilderness again
5 Has moved into the town as a merchant who deals with caravans mostly
6 Has been practicing necromancer in a local forgotten crypt
7 Has kidnapped a local attractive youth as a mate
8 Murders all the local militia, sheriff, bailiffs and anyone who could resit
9 Spreading lycanthropy so it can be ruler leader eventually
10 Here to kill everyone in town for killing it's loved one or child

d10 Gossip
1 Those greatest are chosen by evil gods or worshipped enough might evolve into bestial demons
2 Only the most wicked and heroic werewolves of divine bloodlines become great ones
3 These powers are granted by evil gods to spread lycanthropy
4 So many wolves and werewolves in the area now, something is leading them
5 They were created in wars against humans by fairy long ago
6 All the great werewolves alive were created thousands of years ago
7 Maybe whoever the beast is they are among us!
8 Lots of local dogs and horses are missing now wonder whats wrong
9 Someone needs to call for a priest to investigate all these murders
10 A god must be dipleased to have sent this horror amongst us

Sunday, 1 July 2018

God Bless Usbourne Books!


I learnficated so many lessons from Usboune books as a Kid thanks to their books for kidiewinks about the occult. This Is from the coolest of the Usbourne Guides to the Supernatural. Amazing how they would do books on horses, cars, astronomy then UFOs, Ghosts, ESP, Monsters full of awesome horror paintings. Ive still got them. There were competitor books that gave advice on how to be  a witch and how to cast spells and how to were wolf. Ive got three seperat volumes as my old one fell apart. The cover wes a awesome skull with eyeballs. I propose grabbing kids monster art and stating up as encounter fodder.


Wolf Child*

AC 14
HD 2 (d4 as child)
ATT d4 Claw x2 + d4 Bite +Beserk
MOV 15" (No Terrain penalties)
Can fight in negative HP up to -10HP during rage
+2 Hit and damage during rage
Immune to fear or morale during rage
Once enraged will kill till nobody is moving for ten rounds
Do not cause lycanthropy
+1 or better magic weapon to hit as wolf or silver or fire
Each year as a wolf child gets one skill Track, Listen, Survival, Smell, Listen

Wolf Children have been left in the woods or run away and are gifted the power of wolves to survive by the Lord of the Wood. He gives them a werewolf pelt for their soul. They will live with 2d4 wild wolves or a (Dog Child prefers 3d4 dogs) they can call for aid. Wolf boys can be caught can have their unholy curse removed and be re integrated. Just burn their unholy pelt otherwise they are just d4HP Boys. Then cast remove curse on them. Some are instead of using a wolf pelt suckle on a she wolf from childhood and that type cannot be cured so don't get them mixed up because they are identical If any kind of wolf child reaches maturity they become a werewolf forever. They are on friendly but subservient terms to werewolves and some choose to get bitten but they are immune to lycanthropy.

When they come of age and free of the taint the must give themself to the church who cast atonement or quest or demand youths service. There are wolf boys and girls and mixed and segregated packs and many loners. Some know a exotic martial art move or weapon type. They put the coat on to wolf up, especially if hungry or angry. Stealing it makes them harmless. The church takes great pride in saving wolf children and many get jobs on estates or recruited into the rangers. The king has a wolf boy hunt master now. Men of the wild lands respect wolf children as divine but dangerous.

There might be Lion Children, Vulture Children, Bat Children, Badger Children, Hyena Child, Lizard Children all of them needing your adventurers to not kill them and save their souls.

d10 Wolf Child Antics
1 Eating local sheep for years!
2 Scaring local children gathering berries and nuts by the woods
3 Leaving gory scraps on paths as warning to humans, mostly dead rabbit guts
4 Hear howling with wolf family
5 Killed a local dog or goat in a fight
6 Chased an old priest who tried to help him
7 Scaring local farm animals
8 Broke in hen house and killed all the chickens
9 Chased a shepherd boy all the way home
10 They have a lair in the old wolf cave

d10 Wolf Child Gossip
1 They are really a noble bastard child raised by wolves and a heir
2 Footprints of child and wolves around campsites
3 They gonna act like a wolf I'll treat em like one
4 Boy ate someone's garbage and ran away when caught
5 That lord of the forest was a wicked druid lord cursing the boy as a weapon
6 Wolfsbane they find offencive wear it on you they think it vile
7 I dinna wanna hurt the child but it took four of us to drive him off!
8 There is a reward of blessings from the big city church for catching a wolf child
9 If we don't stop that child now they will just get bigger!
10 Once you have one wolf child they will all go feral, lock up your kids!

Thursday, 26 April 2018

EMO Light - House Rules for Planet Psychon


Psychon book has had some editing and more coming through shortly I hope so weekend I get back will re layout psychon with fixes and some edits. Will do a companion volume with more content made for patrons and ppl who offer useful or interesting feedback on the book. Redbrick dungeon have been updating and getting ready too. Might be done by when you read this.

So this is about a rules light system i made night before game as it was a long game with 6 ppl and a one off with character gen so wanted to be streamlined. A bit of BX and a bit of LOTFP.

3d6 stat rolls in order
reroll if bonuses less than +2 in total

levels 5 10 15 20 you get a +1 on a stat

Bonus Mod Use

STR + melee dam
DEX + hit and AC
CON + extra HP
INT + extra skills or languages or weapons
WIS + luck points reroll dice per session +1
CHA + command radius for most characters, number of followers +1

Command radius is battlefield inches used to keep hirelings under control or restore broken morale


Bonus Mod Score

3 is -3
4-5 is -2
6-8 is  -1

9-12  is nil
13-15 is  +1
16-17 is +2
18-19 is +3

Bonus Spells and Mutations From Prerequisite

one first lv spell or minor mutation per +1
one 2nd level spell or major mutation per +3

Saves and Skill Rolls
Check with a d20 roll
Prerequisite stat gives that stat at full value for saves or feat rolls all others half
Skill gives full stat for skill rolls or half if deemed very hard
Unskilled 1/2 or roll under bonus to succeed if deemed very hard

Fighter
STR HDd10 Any armour +1 hit/2Lv
Any Weapon
Skill: Monster Lore
CHA+Lv command radius
Double damage on natural 20 roll to hit or a second attack with a to hit roll

Thief
DEX HDd8 Light Armour and shield +1 hit/3Lv -2 if not skilled
2x thief weapons (dagger, knife, small sword, light crossbow, shortbow, whip, club)
Skills: Backstab, Climb, Listen, Lock Lore, Pick Pockets, Sneak, Spot, Trap Lore
+1 Luck point per level

Cleric 

WIS HDd8 Medeum Armour and shield +1 hit/3Lv -2 if not skilled
2x cleric weapons (dagger, mace, club, crossbow, sling, staff)
Skill: God Lore
Turn undead x1/Lv per day*
Spells

Wizard

INT HDd4 No Armour +1 hit/4Lv -4 if not skilled
1x wizard weapon (dart, daggerm sling, staff)
Skill: Arcane Lore,
Spells
Ancient Languages

Eldren

CHA HDd6 Any Armour and shield +1 hit/3Lv -2 if not skilled
2x eldren weapon (dagger, spear, sword, small sword, shortbow, longbow, compasitebow)
Skill: Arcane Lore
Night Vision
Spells

Morlock

CON HDd12 Any Armour and medium shield +1 hit/3Lv -2 if not skilled
3x morlock weapon (dagger, sword, small sword, crossbow, shortbow, battle axe, hand axe)
Skill: Technician
Night Vision
+4AC vs giant humanoids ogre or larger

Halfmen

CON HDd8 Medium Armour and small shield +1 hit/3Lv -2 if not skilled
2x halfmen weapon (dagger, small sword, sling, crossbow, shortbow, hand axe, dart, javelin)
Skill: Sneak
Night Vision 
+4AC vs giant humanoids ogre or larger
Thrown rock does d4 and as skilled attack within 1"/Lv range
Make all saves as if prime requisite

Mutant
CON HDd8 Light Armour and medium shield +1 hit/3Lv -2 if not skilled
2x mutant weapon (dagger, sword, small sword, sling, spear, shortbow, battle axe, javelin)

Skill: Survival
Mutations

Skills
elect one per +1 INT bonus

Black powder, Computer Lore, First Aid (treats 1hp after fight), Poison Lore, Plague Lore, Treasure Lore, Song Lore, Acrobatics, Balance, Swim, Track, Streetwise, Pilot, Sail, Ride, Firearms, Energy Weapons

Turning Undead

d12HD/Lv if less HD than cleric Lv if roll double HD required then destroyed
IHD/Lv if HD=Lv + undead can save
Some can turn elementals or demons or lycanthropes instead

Weapon Damage (and weapons you could be skilled in)

Punch, thrown rock* 1
Knife*, dart*, shuriken* d3
Club*, dagger*, sling d4
Javelin**, hand axe*, small sword, hammer, light mace, staff, small crossbow, shortbow d6
Mace, sword, spear*, axe, flintlock d8
Musket, crossbow, composite bow, longbow d8 all use 2 hands
Pole Axe, halberd, great sword, great axe, maul, long spear, arquebus, arbelast d10 all use 2 hands

Except pistol covers any pistol rifle covers any long arm

These skills let you maintain, reload and work with ammo:
Black powder lets you operate flintlocks, muskets, cannons
Firearms is for later weapons with shells
Energy Weapons for high tech guns

Missile Range and Fire Rate

Thrown weapons* STR in feet indoors or yards outdoors except javelin** which is double
Multiple is how many can be fired a round x2 is twice per round
Range is in battlefield inches ten foot indoors ten yards outdoors per 1"
You can shoot long range up to double but has -4 to hit (-2 if a fighter)

Rock x1
Knife or dart or shuriken x3
Dagger or javelin or shortbow (9") or hand axe or club x2
Spear or small crossbow (12") or longbow (18") or composite bow (15") or sling (12") x1
Heavy crossbow (18") x1 plus one round to reload (two if non fighter)
Arbelast (24") x1 plus two rounds to reload (three if non fighter)
Flintlock (9") or musket (12") or Arquebus (15") plus ten rounds to reload (four if fighter)

Armour
Light ArmourCap +1*
Full Helm +2** but makes all spot and listen rolls half
Hero Harness +1*
Greaves and bracers +1*
Cloak +1*
Padding +2
Leather +3
*stackable up to +4 max
**stackable up to +7 max

Medium ArmourScale or ring +4
Chain +5
Reinforced Chain +6

Heavy ArmorPlate Mail +7
Full Plate +8

Shields
Buckler +1 vs one attack
Small shield +1
Medeum shiled +1 +2 vs missiles
Large shield +1 +3 vs missiles
Tower shield +1 +4 vs missiles

Notes
So if you want a skill or language you need a INT increase
So skills uncommon and a bigger deal
Halfmen or halflings saves w
Worked out well from discussion in game
Will use again and might make a zine with fantasy version

Still to come player characters from psychon game
Adventure log from psychon

Saturday, 15 April 2017

Third Expedition to Xor with LOTFP




































Had a nice LOTFP game With Dallas M as a halfling, two guys called Richard playing specialists sitting next to each other for convenience and a wizard who has been toying with zombies. Used my secrets cards which added to players role playing nicely. So the third expedition to Xor is underway.

Great to meet Dallas in meatspace after chatting on G+ for a while. LOTFP with emphasis on gore + contrast of 1642 England has worked well. Also I can travel with only one small book.

Highlights
-met a guineapig man converted to church of england in a surgeon school
battled several demons called by secret chaos wizard saboteur on ship
-getting giant fleas in fields of hair
-recruiting native halflings over a orifice
-traded a pound of nails for a mutation potion
-visiting a citadel of traders where players realized financial opportunities of Xor
-met a previous expedition survivor, Greogory a trashed with vice mercenary with three wives and a guineapig man
-found some starving jesuits on way back and captured them which got them exited to torment and sell to Xor slavers for potions
-got back to ship got drunk and beat up jesuits
-specialist drank mutation poster and awoke with six legs in a centaur like configuration
-in morning they decided to test firing cannons at cliff faces which geysered blood from wounds. Decided to keep firing despite quakes and the floor of sea rose up under boat trapping it and pierced ship with giant bone spurs destroying ship - oops
-marched half surviving crew. Several players risked lives - one trying to get keg of iron nails and other failed to save the jesuits who were manacled in bottom of ship
-marched back to citadel and met a lovely sexy lady who tried to seduce several party members and charmed Gregory the merc they had met the day before. He said he would catch up later and specialists spied on them, lost them and found his soul drained body (succubus!). The body was easy to raise as a zombie without any residual spirit
-Back to citadel the wizard used zombie Gregory to meet the village chief and with audible glamour faked Gregory's voice. Got a request to kill a wizard for citizen rights. Killed some pig men and ghouls and captured evil wizard. Party wizard ended up with several zombies but original one pretty hacked up, plus Gregory and a pigman

Was big fun mostly talking and exploring and trading and learning local trivia like don't over eat any flesh, don't hoard metal and don't shoot Xor with cannons .

I ended up putting card in book to summarize gun mechanisms to help players. I might add some variety of gun sizes, blunderbusses and multi barrel guns - also I'm curious how much old guns weigh - a light multi barrelled pistol might be handy in a sleeve. Gun section in book a bit less user friendly.

Wednesday, 12 April 2017

Pimp my Zombie + a LOTFP Spell




Had a thought lately that basic undead can easily made weirder and throw adventurers into confusion.  Also a LOFP spell to make a zombie but with lots of problems which is part of the fun of magic in this game.

Call Living Dead Servant 

magic User 1st Lv Spell
Duration: Permanent
Range: Touch
A ten minute ritual with chalk circle and a corpse to cast. 
Corpse gets a save to resist being created as if alive. If it fails it arises as a obedient zombie servant until destroyed. If corpse wins it possibly remains dead and gets a second save check to see if spirit is angry enough to be awakened on it's own terms to spread trouble directed by a dark spirit. A variant Call Skeletal Servant is a separate but similar spell. The Referee should roll these saves. Having a zombie slave could get you killed by the mob or law.

Having played this now two more suggestions:
Only one save if body succeeds roll on 
rebellion table
If you make more zombies than charisma they automatically use rebellion table

d6 Zombie Rebellion
1 Awakens later and goes on killing spree till destroyed
2 Awaken later and hunt creator then will rest

3 Awakens and wanders off ignoring commands will attack if stopped
4 Awaken and attack caster or anyone nearby

5 Awaken later as other type of undead d4 1=ghoul 2=wight 3=JuJu Zombie 4=shadow
6 Zombie has evil spirit that betrays creator at worst moment or by surprise


I can imagine robe and mask covered plague doctors carrying scented herbs and flowers would make great disguises for undead.

Undead Modifiers
These are to make more colourful and varied undead especially zombies. One or two of these should work to make players wary. Possibly each has slightly different creation spell with extra processes like soaking corpse in brine of sulphur or naphtha, wrapping in seaweed or herbs. Spell could be defective with weakness mods.



d100 Undead Mods
01 Hopping - hop eerily instead or walk ten foot at a a time 
02 Exploding - d6 blat to all in 1"
03 Screaming - eerily scream once awakened
04 Hungry - desperate to eat flesh will stop to eat
05 Talking - evil spirit makes undead say awful things
06 Fast - move 15" speed and +1 initiative
07 Flammable - if fire used will burn for d6 for ten rounds
08 Burning - on fire +d4 melee damage and immune to fire
09 Bleeding - when start to move blood pours from mouth and eyes
10 Trapped Spirit - innocent spirit protests innocence as body attacks

11 Flying - can fly at a speed of 6" for one round per HD per hour
12 Blink - can teleport to enemy rear in melee

13 Stinking - breathe on one melee combatant as stinking cloud
14 Displacer - immune to first missile short at, +2 AC
15 Regeneration - recover 1HP/round till decapitated or burned
16 Gaseous Form - can turn to vapour form
17 Extra attack - gain +1 melee attack per round
18 Ecco location - has bat like sonar 
19 Can smell living flesh in 3"
20 Glows green - gives off 1" radius light
21 Can turn into a hound
22 Can turn into a bat
23 Can turn into a huge raven
24 Can turn into large black cat
25 Recovers all wounds next sundown unless holy water used
26 Recover 1HP per HD of flesh eaten
27 Recover 2d4 HP from unholy water 
28 Kills normal plants matter on contact 
29 Smoking - stinking sulphurous odour
30 Spiderclimb - can easily climb walls
31 Freezing - gives off icy vapour and leaves frosty footprints
32 Worm ridden - drips maggots and looks ghastly
33 Huge claws - bump damage to next higher dice
34 Burning footprints - glow for several rounds
35 Crawling in rats - jump off and attack
36 Wearing jewelry (cheap or valuable possible)
37 Swarm of stinging flies - live inside body act as spell
38 Detachable Hands - can attack and mov 3"
39 Headless - yet senses but silent
40 Detachable Head - 25% of HP and bite attack mov 3" and can be thrown
41 When killed a poltergeist exits the body
42 When killed bugs crawl from corpse
43 When killed worms or maggots pour from corpse
44 When killed body burns into smouldering ash heap
45 Snake eyes - two small poison snakes live in skull and can be thrown
46 Overgrown in thorny vines
47 Entwined by python - constrictor snake
48 Bird Head - with extra peck attack 1d6
49 Covered in tattered feathers and smell of burning flesh
50 Diseased - covered in contagious filth  
51 Acid Spit - 2d4 once per day 3" range, drools green spittle
52 Explodes into fog cloud on death
53 Explodes into stinking cloud on death
54 Any weapon wielded is flaming for +d4
55 Zone of silence 15 foot radius
56 Laughs creepily or just giggles
57 Immune to sunlight
58 Drips slime leaving a stinking trail
59 Can burrow at 1" per round
60 Cannot cross water unassisted by human
61 Can exhale sleeping gas once per day to victim in melee range
62 When dies a tiny imp or demon bursts free and scuttles away
63 On death corpse smokes for several hours till ash
64 On death leaves stain where nothing grows
65 On death geyser of black slime erupts staining everything in ten foot area
66 Tentacle bursts out of body range 2" d6 melee attack or grapple
67 If killed fades away to burial place and may return next night
68 Elongated neck reaches 1" and can bite for at least a d6
69 Horns or antlers
70 Cyclops or additional glowing eye
71 Tongue can reach 1" and grapple replacing a normal attack
72 Long nose can stab and drain blood as a stirge
73 Extreme long hair that moves on own
74 Floating - walks on air
75 Sea drenched - swollen, barnacle and seaweed covered, dripping
76 Walks on stumps where feet cut off
77 Covered in nails
78 Wrapped in rusty chains
79 Covered in dripping sores
80 Skinned with bare muscle and sinew
81 Baleful Gaze - replace one attack with fear gaze on one target a round
82 Singing eerily - rasping or beautiful or echoing
83 Patched together from several corpses with stitch marks
84 Vomits blood and gore when injured
85 Spits Fire - d6 once per day 3"
86 Aura of cold you can feel from 3" away
87 Aura of stench you can feel from 3" away
88 Fused into a siamese twin with double HD and +1 Attack
89 Hands replaced by daggers - possibly two d4 attacks
90 Head is a flaming skull
91 Eyes glow like coals and highly visible
92 Invisible in darkness or shadows
93 Burns in sunlight 1HP per round
94 Shun holy symbols and sanctified ground
95 Can vomit up unholy water once a day to defile sanctified places
96 Can assume form of living if not in sunlight or strong light
97 Strong winds arise around them especialy in a fight
98 Can turn into a chaos goat
99 Spit bone fragment d6 7" range
100 Anyone killed arises as zombie

just for record I use ADnD measurements
1" 10 foot indoors 10 yards outdoors

Sunday, 9 April 2017

Poodle Power & Characters for Xor vs LOTFP







So this is some background character stuff for my next Xor playtest using Lamentations rules hopeful shortly. Then Im back to Sydney to work a month as my qualifications not recognised in Adelaide. Hope to get some more game happening when I get back. One day in Syd doing live art at Music fest at my $100 a hour rate hich I need to get back to doing these gigs. Luckily I'm feeling tougher and I have a secure home in Adelaide now so life much improved. catching up on lotsa TV.

Character Gen
Lamentations of the Flame Princess - English Civil War vs Xor 1642
Roll 3d6 once for each DnD attributes in alphabetical order
If you roll under 9 the thirds and any more become a 9
Weak stat below 9 means a interesting wound or illness struck you

Everyone is working for the King Charles also leader of High Church of England
He is son of King Jame 1st of England and VI of Scotland and wrote the bible and on demonology
Players If English are Publicly Royalist enemies of the Puritan Parliamentarians
Scots may be Presbyterian and Irish are catholics
All non catholics are protestants who hate Catholics more than they hate each other

Nonhuman classes are pretending to be human
Dwarves are just short hard working people often miners, smiths or jester
Elves are effete dandies who fit in with Royalists and are all chaotic
Halflings are just short commoners from the country
All Priests Lawful
All Wizards and Elves Chaotic


Prince rupert and boy a white poodle trimmed and drawn to be lionish
reputed to be a witch dog immune to non magic weapons under +1 or silver
The Devil Poodle can swap it's attack to catch a bullet or missile
Super Inteligent, talks, is actually a bitch, shape shift into a woman, can find treasure
Accused of being a lady Lap shapeshifter or Lucifer in disguise

HD 4+4 AC as chain Att 1 Bite 2d6 MV 15"

1d8 Secrets and Gifts (to put on cards)
Let players roll to see who picks from these first or highest wisdom first to lowest roll off tie wisdom scores. It's all about knowing how to live best to get choices and will to do so.

1 Catholic Agent - Jesuit or Franciscan agent of the Vatican sent to spy on England
Is literate and knows Latin, French and several dialects of Italian 1in6 Diplomacy Skill and you have a impressive cross that is also a concealed dagger. You are trained and permitted to join other sects and follow the rituals of others to keep your secret identity. You have been a spy, an assassin and saboteur in the name of God.

2 Puritan Spy - Agent of Parliamentary forces sent to spy on Royalists
Is part of the modern military apparatus and dirty warfare 1in6 Spycraft Skill. One poison potion (small tasteless) and Invisible Ink exposed by vinegar or heat, hidden quill and paper, d6 pigeons. You are trained in use of codes, concealing messages, sabotage and have a well trained memorise skill 1in6 ability to remember pages of documents and maps in a sitting

3 Witch - Follow the forbidden old ways and are publicly hatedWise using herbs and healing skill 1in6 chance healing a HP per person per day
Has a healing d8+1 potion and a pocket pet - d4 1=rat 2=cat 3=toad 4-tiny yappy dog. You carry some herbs and bandages, and a fetish doll. You are a healer of the old ways. You have a well trained per can perform various duties like watching you in your sleep, keeping mice and bugs away, warning you of supernatural things near, etc. If you are a priest you can  use druidic spells from AdnD and shape shift into a animal instead of turn undead.

4 Witch Hunter - You worked in the lucrative field of tormenting innocents You use torture to extract confessions to anything and keep witnesses afraid 1in6 skill
You have a trunk from your days as a Witch hunter including, pistol, whip, sword, noose rope (40 foot), cord for tying victims and strangling (40 foot), torture tool kit, copy of Demonologic by King James. You hunt lonely old widows, the disabled and other scapegoats then make mob pay you for leading them in comunal murder. Someone usually gets the victims property and you often get first pick of the victims goods.

5 Accused of Witchcraft -You are a innocent on the run and hopes to leave the country
You have become adept at falsifying documents with a 1in6 forgery skill
You carry a d4 false sets of ID papers and letters introducing you from nobility, church and state plus forgery supplies including fake seals. You have been on the run and living with shifty criminals, bandits and doing whatever it takes to hide your old life where you are wanted as a witch.

6 Dunwich Blood - You come from the sinking coastal region that has been sinking for centuries
You are a uncanny swimmer and can perform superhuman feats with 1in6 roll like hold your breath for CON in rounds, cross the english channel, swim to shore in violent storm with unconscious person. Moves at ground speed in water. You have a seashell that summons a 1HD marine Demon. You are a part inhuman hybrid with fish demon bloodline and probably Chaotic or struggle to resist chaos. Your birth home was washed away by the sea when you were a child during a storm.

7 Royal Companion - You are known to the elites of the royalists and serve as their agentYou have a grooming skill 1in6 chance of making someone look fabulous +2 CHA
You have a fancy hat, best quality noble clothes and letters of introduction from important friends. You have been given a awesome poodle HD2 AC Leather Att D6 Move 15" (oops will LOTFP this). It is obedient, swims, guards, tracks, fights, unties knots, follows you, chases foes and is very jolly company. You are a companion of fops, dandies and nobility. You are not a peer but you are popular company. Now war is on you are acting as a agent of the crown and friend to the kings friends.

8 Chaos Cultist - You a members of some strange forbidden Chaos cult
You have a 1in6 disguise skill from years of hiding among society and know chaos passwords
You have a cult holy symbol, tattoo, robes, disguise kit, unholy water and dagger
You have a berserker potion, incendiary potion and a baby fat tallow candle that summons a 1HD Demon if lit. You are a murderous cultist living with your brethren among a community in secret. You are Chaotic if committed or neutral if reluctant. If you are a priest or cleric you can use negative versions of spells or normal ones freely.