Friday, May 24, 2013

Blood & Treasure Character Sheet

I made a comprehensive character sheet for John Stater's Blood & Treasure.

Here are the links to it in both .odt and .doc format. Download it because google docs make it look screwy and uneditable. To open an odt file you need either OpenOffice or LibreOffice, which are like Word but free.

Tuesday, May 14, 2013

New Magic Item: Plate Armor of Obscenenities




This expertly engraved plate armor is covered in pictograms of profanities and rude hand gestures. Whenever an enemy misses the wearer with a melee attack, one of the pictograms is activated. This causes a vibration to shake through the striker, and a shout of a random insult to echo form the armor, requiring the foe to make an immediate morale check. Each suit is crafted with 50 pictograms, but a found suit may have 2d20, at GM discresion.

Wednesday, February 6, 2013

Some Weird Psionics System

I made this in about 20 minutes. Use those weird Psychic cards if you use the optional card-based junk.

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7th stat: Psi
Psi = Avg of Int, Wis, Cha
3-10 = No Psionic Potential. 50% chance of immunity to mental psionics.
11-12 = 0. May only use psi powers with some sort of psi-boosting aid (item, spell, eardwelling parasite, etc.)
13-15 =+1
16-17 = +2
18 = +3

Roll 1d5 during character creation. this is the character's Psilignment (passive defense. map to the cards if you wish)

Psionic attack: roll 1d5 per point of Psi bonus. An opponent who is aware rolls 1d5 as well. If the opponent's number is rolled on any of the attacker's dice you hit. Use the opponent's Psilignment if the opponent is not actively expecting the psi power.
(variant for high psionics and extra headplosions: Roll 1d5 with an additional 1d5 per point of psi bonus. in this case even those with no Psi bonus can use powers unaided.)
(Variant for those with those wacky cards: have the attacker guess the opponent's card. This makes it much easier to hit a Psilignment once the attacker figures it out, assuming the person doesn't automatically start defending themselves.)

Powers: Pull powers from whatever source you want for your game.  D&D, some other game system, whatever. Maybe even give each psilignment something special.

Thursday, January 3, 2013

Milky Reaches 20+20 Questions

Stolen from John Stater (http://matt-landofnod.blogspot.com) who got it from Jeff (http://jrients.blogspot.com) and I think Brendan? (http://untimately.blogspot.com)


Bonuses granted for having an awesome hat/helmet and doing stupid/risky/awesome things inspired by Zzarchov (http://zzarchov.blogspot.com)

These are here to motivate me to run a game. I came up with these as I went along, and am sketching out a setting based on my answers.
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FIRST 20

1. Ability scores generation method? 3d6 in order

2. How are death and dying handled?
Dead at 0 hp

3. What about raising the dead?
Yes, but you have to find (emphasis on FIND) someone high enough level to do it, and give them or complete something in return

4. How are replacement PCs handled?
Rolled up right then-and-there, and included as soon as feasable.

5. Initiative: individual, group, or something else?
Individual, using a d6 and counting down.

6. Are there critical hits and fumbles? The Arduin Crit table is in play, used by monsters as well as fightery type classes. Clerics, magic-users, and thieves get no such benefit!

7. Do I get any benefits for wearing a helmet?
Yes. It protects you from head criticals (once) and reduces or eliminates damage from getting knocked over, sticking your head out from beyond cover, or other such things. Elaborate helmets with wings, spikes, or other large and obvious fancy bits award a small amount of non-adjusted bonus XP based on how much they're worth. This latter thing applies to fancy hats as well.

8. Can I hurt my friends if I fire into melee or do something similarly silly?
Yes

9. Will we need to run from some encounters, or will we be able to kill everything?
You will need to run from some encounters.

10. Level-draining monsters: yes or no?
No.

11. Are there going to be cases where a failed save results in PC death? Yes

12. How strictly are encumbrance & resources tracked?
I will attempt to keep track of everything. Porters are useful.

13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
You level up at the end of a session, assuming you've returned to a safe place. Spells are not gotten automagically. You must research/find new ones.

14. What do I get experience for? Killing monsters, taking stuff, wearing a fancy hat/helmet for an entire session, doing something awesome/stupid and risky and pulling it off, scouting ahead, being rearguard in a dungeon, being the mapper in a dungeon.

15. How are traps located? Searching (tell me how) and then maybe rolling dice. Or running into them.

16. Are retainers encouraged and how does morale work? Yes; they have a secret morale score and it is rolled on in stressful situations.

17. How do I identify magic items? Detect magic reveals if it's magical. Identify reveals one property. Legend Lore, bardic knowledge, etc. reveal historical uses for the item, if succesful, but not specific properties. Finding somebody to cast those spells for you is expensive, but happens without needing to spend the downtime or spells yourself. Experimentation is best way.

18. Can I buy magic items? Oh, come on: how about just potions? No.

19. Can I create magic items? When and how?
High level spellcasters (9+ or thereabouts) can create magic items with access to specific ingredients and specific tools. Other classes' equipment has a chance to become "special" after level 3; At the end of a session, they can store XP gained in a SPECIFIC item on their person that did something significant in the session (subject to my approval.) Every 600 Exp spent = 5% chance of item becoming special. Increased by 15% if the character is level 9+, but only if EXP is spent.

20. What about splitting the party? If you REALLY want to, but I'd rather you didn't.

SECOND 20
1. What is the deal with my cleric's religion? Anything goes, but other clerics of differing religions may not want to help you. Some may even take offense to a heathen in their midst. There's a lot of temples of varying size claimed by different faiths between the city and the jungle.

2. Where can we go to buy standard equipment? Bokk's General Store.

3. Where can we go to get platemail custom fitted for this monster I just befriended? Depends on the monster. Something more hideous will need a hefty bribe, and probably a less-than-savory armorer.

4. Who is the mightiest wizard in the land? In the Milky Reaches it's the mage known as "The Doorway on the Mountain" but everyone stays away from his realm.

5. Who is the greatest warrior in the land? In The Milky Reaches it's Polnori-Koth, "The Gaze of the Cliffs" who conquered an old dwarven citadel on the face of Mt. Pact.


6. Who is the richest person in the land? Po'lah, "The Royal Incandescence." Queen of The Milky Reaches.

7. Where can we go to get some magical healing? The many scattered temples might all offer healing, for a price.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? You need to find a high enough level person to do that. Temples charge exorbitant fees for simple healing, so IF they have someone who can cure those things, you better have some serious dosh.

9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
No; you can possibly trade with wizards, if you find them and they don't kill you outright and take your spellbook.

10. Where can I find an alchemist, sage or other expert NPC?
Sages of civilized stuff can be found in the city. Nature-minded ones are scraggly hermits out in the wilderness.

11. Where can I hire mercenaries? I'll put mercenary listings will up when there's some available. You can also recruit NPCs through play.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? In the city weapons must be bound, and it's against the law to cast spells in the streets.

13. Which way to the nearest tavern?
Bokk's General Store is actually a shop/tavern/inn all in one. you ever see those hunting lodges out in the middle of the country? It's kinda like that.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? I'll post news about them.

15. Are there any wars brewing I could go fight? You could take up the sword in the name of a religion and kill those who oppose the faith, but most temples don't have the resources in the area for an out-and-out war. If you piss off too many people in the name of one religion, you might piss off the religion you're "helping."

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Warlords will run now and then.

17. Are there any secret societies with sinister agendas I could join and/or fight? Yes, there's [REDACTED]

18. What is there to eat around here? Varying fruits, capibara, pork, nabiz (hot wine spiced with cinnamon) imported from the south, flatbreads, goat, goat milk...

19. Any legendary lost treasures I could be looking for? The Well of Fortune, Din-aldad's Vessel, The Swords of the Stars, and there's rumors of a lost civilization that existed where the jungle now is...

20. Where is the nearest dragon or other monster with Type H treasure? The Queen's Palace, as well as Polinori-Koth's Citadel, aren't monsters but they are quite rich...

A few other things ...

Bokk buys just about anything, but he doesn't pay full price as he's a dealer, not a collector. He's also a moneychanger, for a modest surcharge. (usually 5%-15%) And offers loans and pawns.

The court of Polinori-Koth pays well for weapons and armor, if you can get to their fortified citadel.

It's rumored that on the far edge of the great jungle is a monastery.

Talismans made from Gingko leaves and fossils are said to provide protection in battle.

Monday, December 31, 2012

Time Gnomes - New Race/Class for Old School Games

Time Gnomes are always born on some time-important date; Most are born on the first of a year or an equinox, but there are smaller numbers born on leap years, dates having to do with moon cycles, or even seemingly random days that have some sort of multiversal or metaphysical importance.

They resemble normal gnomes, but with softer features (for a gnome of course!) and all have large white beards. Another significant difference from normal gnomes is that they do not live underground; rather, they make wooden villages in forests or hilly grasslands, with a clocktower in the center.

Time Gnomes advance as Elves in basic- and original-derived games, with the following changes:

Prime Abilities: Intellect and Constitution 13 or higher: +5%, Int 15 and Con 14: +10%


Alignment: Time Gnomes MUST be lawful; their attachment to the mechanisms of the universe prevents other alignments.

Time Gnomes do not have Infravison, and are not resistant to Paralysis from undead. In addition, they may not wield Two-handed weapons. However, for weapons about the size of a longsword, they must use two hands. Time Gnomes may not wear armor heavier than chainmail.

Time Gnomes are IMMUNE to any effect that magically ages them, either forward or backwards. Likewise, they have a 3-in-6 chance of knowing exactly what time it is, and never lose count when deliberately timing something or counting objects (though it still takes them the normal time to count the objects.)

Should a Time Gnome be slain, he has a 50% chance of reincarnating in 1 week as another Time Gnome. Reroll the character as normal, but the player may elect keep 1 of the Time Gnome's previous ability scores (if your GM allows you to rearrange your scores after rolling them, you may not swap this score.)

Reaching 9th Level:
A Time Gnome who reaches 9th level may establish a Clocktower in some natural forest clearing or rolling plains. This Clocktower will always display the exact time on one face. The other 3 faces are up to the Time Gnome. Some put the alignment of planes, planets or moons, while others simply put the day, time, and year. The tower is wooden by default, but a rich Time Gnome may elect to use other materials, at GM discretion.

Upon construction of the tower, other Time Gnomes will flock to it, establishing a walled village. Other lawful creatures related to time may come offering their services in exchange for favors. The Time Gnome is free to expand his influence, and play the "domain game" as it is called, and is not restricted to merely controlling this one town.

In Advanced Editions: Time gnomes have the same features outlined above. In addition, they gain +1 to Int and -1 to Str. Time Gnomes may be Fighters (6), Magic-Users (10) or Thieves (Unlimited). The number in parenthesis is the maximum level, if used.

Multiclass options are:
Fighter/Magic-users
Magic-user/Thieves
Fighter/Magic-user/Thieves

Some Kind of Kobold Thing

Have some art!

Thursday, December 27, 2012

What form your character's leftover starting gold is in

Uses a standard playing card deck.

What form your character's leftover starting gold is in:

Diamonds (Jewelry)
2-4: 9d3 brass trinkets
5-8: 4d2 copper necklaces
9-10: 2d4 silver talismans
J: 1d2 electrum pendants
Q: 1 miniature marble statue
K: 1 gold ring
A: 1 gem

Spades (Metals)
2-4: 9d3 chunks of lead ore
5-8: 4d2 bronze lumps
9-10: 2d4 iron bars
J: 1d2 silver ingots
Q: 1 gold nugget
K: 1 vial of platinum dust
A: 1 coin of special metal not normally used as coinage in the campaign (e.g. adamantite, starmetal, glassteel...)

Hearts (Food)
2-4: (gold*2) potatoes
5-8: (gold) loaves of bread
9-10: (gold*.75) pounds of beef
J: (gold*.1) live chickens
Q: 1d3 kegs of hard liquor
K: 1d2 live goats
A: 1 bottle of wine

Clubs (Misc Equipment)
2: Remaining gold is spent on fishhooks
3-4: Remaining gold is spent on buckets
5-8: Remaining gold is spent on bags/sacks
9-J: Remaining gold is spent on oil
K-Q: Remaining gold is spent on rope
A: Remaining gold is promised as pay for 1d3 Hirelings over 1d30 days.

Black Joker: All money remaining converted to copper pieces.
Red Joker: All money remaining stays as is.