The second set. Light Foot (no shield and shortswords.)
Friday, July 26, 2013
Thursday, July 25, 2013
Battlesystem-Style Counters: Heavy Foot (Humans)
I'm making a project to make these kinds of counters like the old battlesystem box had. I first saw them on eBay, not knowing where they were from, and after a bit of research discovered their origins.
These ones here are a basic clone of one of the human counters, renamed to the OD&D/Chainmail troop type. I've made a few with other weapons than swords, but they aren't in counter sheet form yet. This sheet is B/W only for ease on printers. Just print (centered), glue to cardstock, and cut along the lines.
These ones here are a basic clone of one of the human counters, renamed to the OD&D/Chainmail troop type. I've made a few with other weapons than swords, but they aren't in counter sheet form yet. This sheet is B/W only for ease on printers. Just print (centered), glue to cardstock, and cut along the lines.
Thursday, July 18, 2013
d6 Die Drop Insta-Dungeon
Instructions: Roll two d6's on a sheet of paper. Draw a corridor between them, read the numbers on the dice for special rules. Corridors that overlap form an intersection ( or overlap in the Z axis, if you can handle that. ) Corridors are 1d3 x 10ft wide and 1d3 x 10ft tall, rooms are 2d3 x 10ft tall. Or you can just assign them heights/widths.
when dice roll the same number, creates a room instead of an intersection
1's square ( d6+1 x 10ft to a side )
2's rectangle ( d6+2 x 10ft one pair of sides, d6+1 x 10ft the other )
3's circle ( d6+1 x 10ft radius )
4's star ( d6 points, d6+2 x 10ft radius. a 1-pointed star is a triangle or teardrop, a 2-pointed star is a rhombus )
5's roll twice, combine them. the second is offset 1d6 x 10ft from the first ( but they have to connect )
6's extra large room. roll again, adding 1d6+1 x 10ft to the dimensions
if either is 1-2, the corridor/room has a special feature, determined by the other die
Special feature
1 monster
2 monster and trap
3 monster and treasure
4 trap ( 3/6 chance of it being on door(s) )
5 treasure and trap
6 other. roll on Extra Special Features
Extra Special Features
1 unguarded treasure ( 4/6 chance of it being hidden )
2 trick ( statue, pool, altar, etc. )
3 prisoner, possibly friendly
4 stairs/pit/slide down
5 rival adventuring party
6 other; roll on Super Special Features
Super Special Features
1 portal to another plane ( Hell, Vietnam during the war, Carcosa, DM choice really )
2 elevator / teleporter ( down/up several dungeon levels, or even to some remote location on the surface )
3 exotic rival adventuring party ( martians, 1920s investigators, lizardmen, go nuts )
4 avatar of: a god / demon lord / other super-powerful being ( come up with a reason they're there )
5 wrecked piece of advanced machinery ( space ship mostly embedded in the rock, rusted upside down tank, half a flying saucer )
6 roll again. if that's also a 6 then there's an artefact in this room. if you can't handle that then make it a talking magic sword or space marine armor or something
when dice roll the same number, creates a room instead of an intersection
1's square ( d6+1 x 10ft to a side )
2's rectangle ( d6+2 x 10ft one pair of sides, d6+1 x 10ft the other )
3's circle ( d6+1 x 10ft radius )
4's star ( d6 points, d6+2 x 10ft radius. a 1-pointed star is a triangle or teardrop, a 2-pointed star is a rhombus )
5's roll twice, combine them. the second is offset 1d6 x 10ft from the first ( but they have to connect )
6's extra large room. roll again, adding 1d6+1 x 10ft to the dimensions
if either is 1-2, the corridor/room has a special feature, determined by the other die
Special feature
1 monster
2 monster and trap
3 monster and treasure
4 trap ( 3/6 chance of it being on door(s) )
5 treasure and trap
6 other. roll on Extra Special Features
Extra Special Features
1 unguarded treasure ( 4/6 chance of it being hidden )
2 trick ( statue, pool, altar, etc. )
3 prisoner, possibly friendly
4 stairs/pit/slide down
5 rival adventuring party
6 other; roll on Super Special Features
Super Special Features
1 portal to another plane ( Hell, Vietnam during the war, Carcosa, DM choice really )
2 elevator / teleporter ( down/up several dungeon levels, or even to some remote location on the surface )
3 exotic rival adventuring party ( martians, 1920s investigators, lizardmen, go nuts )
4 avatar of: a god / demon lord / other super-powerful being ( come up with a reason they're there )
5 wrecked piece of advanced machinery ( space ship mostly embedded in the rock, rusted upside down tank, half a flying saucer )
6 roll again. if that's also a 6 then there's an artefact in this room. if you can't handle that then make it a talking magic sword or space marine armor or something
Monday, July 15, 2013
Devilmount Subclass Tables
Original idea and implementation by Dyson Logos.http://rpgcharacters.wordpress.com/
Devilmount Setting by Jack Shear. http://talesofthegrotesqueanddungeonesque.blogspot.com
When picking a class, Roll 1d12 on the relevant table. If you don't want to roll, just take Focused (+10% XP)
Random Fighter Subclasses (d12)
1. Barbarian – +2 on saves vs Magic, +1 to hit/damage vs Spellcasters
2. Duelist – +1 AC in chain or lighter armour
3. Hulk – +2 melee damage, -1 initiative
4. Berzerker – Can frenzy in battle 1/day: +2 to hit and damage
5. Archer – +1 to hit and damage with bows
6. Militia – +1 to hit and damage with crossbows and polearms
7. Landskneckt – +1 to reaction rolls, +1 to hit and damage with Two-handed Swords and Pikes
8. Phalanx - +1 AC when using a shield
9. Pit Fighter – Can treat off-hand weapon as a shield
10. Sentinel – -1 chance to be surprised
11. Focused – +10% to earned XP
12. Choose one or make up a new one
Random Cleric Religion Subclasses (d12)
1. Mary – Can wield weapons with sharp and pointy bits
2. Heretic – At each spell level replace one cleric spell with a spell from the same level magic user spell
3. Druid – Can also turn plants as undead
4. Joan – Can reroll one d20 roll per day. The second roll is taken, even if it's worse.
5. Kristus – Can frenzy in battle 1/day: +2 AC, +1 to hit and damage
6. Peter – Turn undead at +2 levels
7. Sebastian – +1 hp / die on all healing spells
8. Abel – +2 caster levels with offensive spells, cannot wear armour (except for shields)
9. Christopher – Proficiency and +1 to hit and damage with weapons that have moving parts after 2d6-(int mod) days of study.
10. John – +1 to hit & damage opposite alignment (Chaos / Law -or- Chaos/Evil, choose one)
11. Focused – +10% to earned XP
12. Choose one or make up a new (pagan) one
Random Magic-User Subclasses (d12)
1. Warlock - 1d3 damage, 60′ range magic blast at will (allows save vs spells to resist)
2. Sensitive - Detect magic by touch
3. Planar Scholar - +1 on reaction rolls with extraplanar entities, 15% chance to be able ot communicate with newly met entities.
4. Scribe - Can copy a scroll for 1/2 the normal cost & time to make one.
5. Alchemist - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
6. Seer - Cast Augury 1/day per 3 levels
7. Witch-Hunter - +2 on saves versus spells
8. Two-Fisted Sorcerer - Can cast two spells in one round 1/day, -2 spells per day of 4th-9th level spells
9. Judazian Cultist - At each spell level replace one magic user spell with a spell from the same level cleric spell list.
10. Guardmage - Can wear leather armour
11. Focused - +10% to earned XP
12. Choose one or make up a new one
Random Gray Man Subclasses (d12)
1. Deathdealer - Crits are rolled twice and 1 is picked.
2. Student of Men - +1 to hit and damage against humans
3. Man in Black - Gain spells as a Tiefling, except -1 spell per level. -2 to reaction rolls. Cannot wear plate armor.
4. ShieldBreaker - Ignore up to 3 points of enemy AC from armour or shields.
5. Voidsighted - Double infravision range
6. Machinist - +1 to hit with crossbows, +1/6 chance of unusual construction detection
7. Survivor - d10 hit die
8. Kidnapper - +1/6 Surprise
9. Fated of the Mothership - Additional +1 on all saves
10. Battle Rager - +2 to hit and damage on the first round of combat, -1 penalty to AC at all times
11. Focused - +10% to earned XP
12. Choose one or make up a new one
Random Tiefling Subclasses (d12)
1. Black Arcanist – +1 spell prepared per level. The amount able to be cast per day remains the same, but the caster can choose from any prepared spell of that level to cast using the slot. Prepared spells are not lost as they are cast, but the slot is "used up" until spells can be prepared again. A tiefling of this subclass cannot wear armor or use any weapons besides Daggers.
2. Dirgesong Sniper – +2 to hit with bows
3. Woodland Ghost – 66% chance to be unseen and unheard in the wilderness
4. Arcane Mercenary – +1 to hit and damage with swords
5. ManHunter – +1 to hit and damage against humans
6. Tarterian Whisperer – Cannot wear armour, cast Augury 1/day per 3 levels, Command 1/day per level
7. Dark Rider – +1 to hit, damage and AC while mounted
8. Eldritch Swordsman – 1/day/level can cast a spell on a sword while attacking, spell effect centres on the sword if it hit the target, or is lost if the attack misses.
9. Spellblade - As long as at least 1 spell of highest level available is prepared: +1 to hit with melee weapons, +2 damage with melee weapons and +1 AC. -1 spell per level.
10. Otherworldly Charmer – +1 reaction roll bonus
11. Focused – +10% to earned XP
12. Choose one or make up a new one
Random Lumpen-one Subclasses (d12)
1. Darkeye - +1/6 Surprise chance
2. Leaper - Jump up to 10' long or 5' high, takes half damage from falls
3. Big'un - Can wield larger one-handed weapons like long swords
4. Ambusher - Backstab enemies to do 2x damage.
5. Squat - +10 lbs carrying capacity, can travel 25% further per day overland than normal.
6. Witch Doctor - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
7. HoleWarden - -1 chance to be surprised
8. Brute - +2 melee damage, cannot wear armour heavier than leather.
9. Luck-Chanter - +2 on saves versus fear and mind control, grants 1 companion the same bonus (companion is chosen once per day and remains in effect for the rest of the day).
10. Scavenger - Get lost less, good judge of found food.
11. Focused - +10% to earned XP
12. Choose one or make up a new one
Devilmount Setting by Jack Shear. http://talesofthegrotesqueanddungeonesque.blogspot.com
When picking a class, Roll 1d12 on the relevant table. If you don't want to roll, just take Focused (+10% XP)
Random Fighter Subclasses (d12)
1. Barbarian – +2 on saves vs Magic, +1 to hit/damage vs Spellcasters
2. Duelist – +1 AC in chain or lighter armour
3. Hulk – +2 melee damage, -1 initiative
4. Berzerker – Can frenzy in battle 1/day: +2 to hit and damage
5. Archer – +1 to hit and damage with bows
6. Militia – +1 to hit and damage with crossbows and polearms
7. Landskneckt – +1 to reaction rolls, +1 to hit and damage with Two-handed Swords and Pikes
8. Phalanx - +1 AC when using a shield
9. Pit Fighter – Can treat off-hand weapon as a shield
10. Sentinel – -1 chance to be surprised
11. Focused – +10% to earned XP
12. Choose one or make up a new one
Random Cleric Religion Subclasses (d12)
1. Mary – Can wield weapons with sharp and pointy bits
2. Heretic – At each spell level replace one cleric spell with a spell from the same level magic user spell
3. Druid – Can also turn plants as undead
4. Joan – Can reroll one d20 roll per day. The second roll is taken, even if it's worse.
5. Kristus – Can frenzy in battle 1/day: +2 AC, +1 to hit and damage
6. Peter – Turn undead at +2 levels
7. Sebastian – +1 hp / die on all healing spells
8. Abel – +2 caster levels with offensive spells, cannot wear armour (except for shields)
9. Christopher – Proficiency and +1 to hit and damage with weapons that have moving parts after 2d6-(int mod) days of study.
10. John – +1 to hit & damage opposite alignment (Chaos / Law -or- Chaos/Evil, choose one)
11. Focused – +10% to earned XP
12. Choose one or make up a new (pagan) one
Random Magic-User Subclasses (d12)
1. Warlock - 1d3 damage, 60′ range magic blast at will (allows save vs spells to resist)
2. Sensitive - Detect magic by touch
3. Planar Scholar - +1 on reaction rolls with extraplanar entities, 15% chance to be able ot communicate with newly met entities.
4. Scribe - Can copy a scroll for 1/2 the normal cost & time to make one.
5. Alchemist - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
6. Seer - Cast Augury 1/day per 3 levels
7. Witch-Hunter - +2 on saves versus spells
8. Two-Fisted Sorcerer - Can cast two spells in one round 1/day, -2 spells per day of 4th-9th level spells
9. Judazian Cultist - At each spell level replace one magic user spell with a spell from the same level cleric spell list.
10. Guardmage - Can wear leather armour
11. Focused - +10% to earned XP
12. Choose one or make up a new one
Random Gray Man Subclasses (d12)
1. Deathdealer - Crits are rolled twice and 1 is picked.
2. Student of Men - +1 to hit and damage against humans
3. Man in Black - Gain spells as a Tiefling, except -1 spell per level. -2 to reaction rolls. Cannot wear plate armor.
4. ShieldBreaker - Ignore up to 3 points of enemy AC from armour or shields.
5. Voidsighted - Double infravision range
6. Machinist - +1 to hit with crossbows, +1/6 chance of unusual construction detection
7. Survivor - d10 hit die
8. Kidnapper - +1/6 Surprise
9. Fated of the Mothership - Additional +1 on all saves
10. Battle Rager - +2 to hit and damage on the first round of combat, -1 penalty to AC at all times
11. Focused - +10% to earned XP
12. Choose one or make up a new one
Random Tiefling Subclasses (d12)
1. Black Arcanist – +1 spell prepared per level. The amount able to be cast per day remains the same, but the caster can choose from any prepared spell of that level to cast using the slot. Prepared spells are not lost as they are cast, but the slot is "used up" until spells can be prepared again. A tiefling of this subclass cannot wear armor or use any weapons besides Daggers.
2. Dirgesong Sniper – +2 to hit with bows
3. Woodland Ghost – 66% chance to be unseen and unheard in the wilderness
4. Arcane Mercenary – +1 to hit and damage with swords
5. ManHunter – +1 to hit and damage against humans
6. Tarterian Whisperer – Cannot wear armour, cast Augury 1/day per 3 levels, Command 1/day per level
7. Dark Rider – +1 to hit, damage and AC while mounted
8. Eldritch Swordsman – 1/day/level can cast a spell on a sword while attacking, spell effect centres on the sword if it hit the target, or is lost if the attack misses.
9. Spellblade - As long as at least 1 spell of highest level available is prepared: +1 to hit with melee weapons, +2 damage with melee weapons and +1 AC. -1 spell per level.
10. Otherworldly Charmer – +1 reaction roll bonus
11. Focused – +10% to earned XP
12. Choose one or make up a new one
Random Lumpen-one Subclasses (d12)
1. Darkeye - +1/6 Surprise chance
2. Leaper - Jump up to 10' long or 5' high, takes half damage from falls
3. Big'un - Can wield larger one-handed weapons like long swords
4. Ambusher - Backstab enemies to do 2x damage.
5. Squat - +10 lbs carrying capacity, can travel 25% further per day overland than normal.
6. Witch Doctor - Can make a copy of a Tussin for 1/2 the normal cost & time to make one.
7. HoleWarden - -1 chance to be surprised
8. Brute - +2 melee damage, cannot wear armour heavier than leather.
9. Luck-Chanter - +2 on saves versus fear and mind control, grants 1 companion the same bonus (companion is chosen once per day and remains in effect for the rest of the day).
10. Scavenger - Get lost less, good judge of found food.
11. Focused - +10% to earned XP
12. Choose one or make up a new one
Friday, July 5, 2013
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.
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.
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