Tuesday, 13 October 2015

The Night Brood: Vampire Player Characters for D&D

Zak Smith asked the question the other day "What would make Vampire more fun for you?"

And I thought "hmmmm..."  

Well my second reaction was that it is for angsty young goths and that it isn't fun, but I have to admit I did once play a game for two years that was actually rather good.  Ultimately is was intra party factionalism and overplayed theme of mistrust that broke it but for the most it was very good.

So it was the way we played it and not the game that spoiled that part.  I think played as Night Black Agents or something like that it could be cool, or a foray into the near future or medieval settings like those awful Underworld movies or that rather good one made in Australia (Daybreakers?).

The second thing I didn't like much was the system.  Too clunky.  Dice pool after dice pool (after dice pool after dice pool) just to see who sneaks up on who: boring.  "Does anyone have any modifiers to surprise? No?  Roll d6 for surprise.  Okay, coming out of the mist...".  Easy.  I also strongly disliked character generation and felt the point buy shoehorned characters and played into the victim mentality of hating people who are athletic, smart, and socially competent too.  Random stats rock.

Anyway, I know what my answer is now.  What would make Vampire better for me is if it was easy like D&D.


Vampire Player Characters for D&D. 

Optional choices are italicized.


Saving Throws: Fighter
Attack as:  Monster.  +1 per level
Any armour and weapons. 
All unarmed vampires do 1d4+str in melee.  Those with the Monster Within gifts do 1d6.
(You can probably use any of the non magic-using classes if you want but this is effectively a class)

Roll 3d6 seven times (or 4d6 if you're not hardcore).  

The seventh attribute is your starting Blood (how much blood you can ‘hold’).  At first level and each level thereafter a vampire pc gains a number of blood equal to their new level.  

Constitution modifiers still apply to hit points and saving throws verses final death to represent that some bodies are tougher than others.  (I originally wanted to have con as blood but then it became too powerful as a single stat.  This way has more character range).

'Spent' blood is restored by feeding, meaning higher level vampires are much thirstier.    Consider using a multiplier for converting human hit points to blood based on how bloodthirsty you want things.  1hp to 5b might be a good place to start meaning most low level characters can refuel off a zero level human or two (1-4hp = 5-20b. 



At first level a vampire can drain ½ a hit dice, at third a whole hit dice, and at fifth level two hit dice per round.  This also drains levels from levelled characters.



Because Blood starts as a 3d6 attribute, as with the other attributes bad things happen when blood goes below three.  At two the vampire becomes obsessed with finding more blood, at one the vampire flies into an uncontrollable frenzy which ends either when it gets blood or is reduced in some way to zero blood, or is destroyed.  At zero blood the vampire falls into a torpor as if it had been staked through the heart.

A vampire that is staked through the heart is immobilised.

Final death is handled the same way as a human.  At zero hit points a saving throw verses final death must be made.  These receive a bonus based on Constitution score (to represent that some vampire bodies are tougher).  Depending on the nature of your game, like if it is a longer game, final death might mean that the vampire turns into a mist and goes back to it’s grave (or perhaps that is a high level ability) and in which case 'final death' will actually require some other condition.

Sunlight inflicts d4 damage in the first round, 2d4 in the second, 3d4 in the third and so on.  A vampire reduced to zero hit points by sunlight is destroyed.  A vampire must make a saving throw verses fear to enter sunlight, and when in sunlight must make one each round to avoid flying into a fear based frenzy if they attempt any action other than seek shelter.  Damage from sunlight is harder to ‘heal’ using blood as described below.

Vampires are also vulnerable to silver.  Either silver damage is as hard to heal as fire, OR damage inflicted by silver may not be healed until the the following round.  Some hunters claim that even powerful vampires have been taken down with a hail of silver arrows or bullets.

If you need to figure how how many generations removed from the ‘First’ vampire your pc is, then 20 minus your starting Blood Pool (OR whatever you want) seems about right.  

Hit points are handled normally, and accumulate at d8 per level.  If you want Vampires much tougher than humans go with 2d8 or more at first level. 

If you want a more supernatural feel to your game, consider calculating hit points and blood points normally and then adding the totals together and just taking all blood use and hit point damage straight out of that same total.  This will increase the sense that it is a pool of supernatural power that is at work here rather than a body that has undergone a supernatural change but characters will feel a little more similar.

Blood can be spent in a number of ways.  Each round a number of blood up to your level plus two may be spent.  Gifts may be activated, attributes increased, or hit points healed on the vampires turn.   Playtesting Issue.  I am strongly consider making it only one of these three options each round to make things more tactical.

Blood spent to either heal hit points or increase attributes is done so at a rate of one for one. 

Damage from sunlight may not be healed as long as the vampire remains exposed, and thereafter may only be healed at the cost of two blood per hit point.  Damage from fire also costs two blood per hit point to heal.  If not using the optional delay healing mechanic for silver damage then silver damage also costs two blood per hp to heal.



Blood can also be spent to activate ‘gifts’.  Vampire ‘gifts’ use the mechanics of spells and a vampire gets one at first level and one per level thereafter.  If you want to use the concept of vampire bloodlines then each bloodline should have access to three spheres of gifts.  These should be theme appropriate to the vampire and the setting.  e.g.  the classic Nosferatu archetype gets the ability spheres of Monster Within, Stealth, and The Beast.
These gifts cost one blood per level of the spell to activate.  Consider making this level-plus-one to activate or more if the players are doing too much magic spam.


List of Vampire Gifts

Blood Magic


Cure Light Wounds
Blood Magic
Level 1
Resist Cold
Blood Magic
Level 1
Feather Fall
Blood Magic
Level 1
Jump
Blood Magic
Level 1
Barkskin
Blood Magic
Level 2
Feign Death
Blood Magic
Level 2
Levitate
Blood Magic
Level 2
Cure Disease
Blood Magic
Level 3
Fly
Blood Magic
Level 3
Haste
Blood Magic
Level 3


Madness

Auditory Illusion
Madness
Level 1
Darkness Globe (Shadow Veil)
Madness
Level 1
Hypnotism
Madness
Level 1
Ventriloquism
Madness
Level 1
Blur
Madness
Level 2
Hypnotic Pattern
Madness
Level 2
Misdirection
Madness
Level 2
Ventriloquism
Madness
Level 2
Amnesia
Madness
Level 2
Mirror Image
Madness
Level 2
Phantasmal Force
Madness
Level 2
Scare
Madness
Level 2
Paralyze
Madness
Level 3
Spectral Force
Madness
Level 3


Presence

1. Command
Presence
Level 1
9. Remove Fear
Presence
Level 1
1. Allure
Presence
Level 1
3. Charm Person
Presence
Level 2
11. Suggestion
Presence
Level 3
11. Hold Person
Presence
Level 3


Stealth

9. Pass without Trace
Stealth
Level 1
10. Silence Radius
Stealth
Level 2
11. Nondetection
Stealth
Level 2

7. Invisibility
Stealth
Level 3




Monster Within


7. Doppelganger
Monster Within
Level 1
28. Spider Climb
Monster Within
Level 1
23. Stinking Cloud
Monster Within
Level 2
Strength
Monster Within
Level 2
4. Insect Swarm
Monster Within
Level 3
3. Fear
Monster Within
Level 3


Rituals


21. Protection from Evil
Ritual
Level 1
23. Read Magic
Ritual
Level 1
24. Scribe
Ritual
Level 1
9. Reveal Charm
Ritual
Level 2
2. Animate Dead
Ritual
Level 3
6. Dispel Magic
Ritual
Level 3
11. Remove Curse (reversible)
Ritual
Level 3
15. Protection from Evil 10Ê radius
Ritual
Level 3


The Beast

1. Animal Companion
The Beast
Level 1
Beast Senses (surprise as ranger)
The Beast
Level 1
7. Invisibility, Animal
The Beast
Level 1
12. Speak with Animals
The Beast
Level 1
29. Summon Familiar
The Beast
Level 1
Charm Person or Mammal
The Beast
Level 2
11. Snake Charm
The Beast
Level 2
12. Infravision
The Beast
Level 2
3. Hold Animal
The Beast
Level 3


Vision Beyond The Veil


8. Locate Creature
Beyond the Veil
Level 1
5. Detect Illusion
Beyond the Veil
Level 1
6. Detect Invisibility
Beyond the Veil
Level 1
20. Message
Beyond the Veil
Level 1
5. Know Alignment
Beyond the Veil
Level 2
8. ESP
Beyond the Veil
Level 2
12. Speak with Dead
Beyond the Veil
Level 3
2. Clairaudience
Beyond the Veil
Level 3
3. Clairvoyance
Beyond the Veil
Level 3


Environmental

12. Wall of Vapor
Environmental
Level 1
9. Obscuring Mist
Environmental
Level 2
5. Fog Cloud
Environmental
Level 2
9. Gust of Wind
Environmental
Level 3


Thursday, 24 September 2015

HARLEQUIN ASSASSIN DANCERS. Dangerous opponents indeed. (Lab lord / osr)



Whether they come from this world or another place entirely is uncertain, for they are difficult to engage with any lucidity if at all. Few live who have seen their faces to vouch for their humanity.

Little is known of these sequined spiral dancers for their motivations are inscrutable.  What is certain is that they possess an otherworldly air and detachment, and that they are some of the most dangerous opponents engaged in the great game that surrounds the Shining Trapezohedron.

No. Enc.: 1d12 (2d10)
Alignment: Chaotic
Movement: 150 (50)
Armor Class: 4
Hit Dice: 4 + 1
Attacks: 1 ranged or melee, by weapon or special. They usually use blades but these may be any kind from daggers to greatswords. There is a base 25% chance that each melee weapon is equivalent to a +1 weapon and a 5% chance it is +2.
Damage: By weapon or see below
Save: F7
Morale: 10 if the objective seems obtainable, if it becomes clear that no effort can succeed they will leave.
Hoard Class: custom
XP: As Ogre Mage

  • Uncanny Dodge and dodge missiles as a monk as Monk/Mystic
  •  Immune to Charm, ESP, Mind Control (do they even have minds as we do?)
  • May not be held if they are ‘dancing’ (melee combat),
  • Supreme leaping and tumbling:  May move through occupied space provided there is physical room to realistically do so.
  • One spell of first or second level. E.g. Hypnotism, Mirror image, Change Self, Phantasmal Force, Invisibility
  • Harlequin Assassins surprise on 1-4 on d6. (yes scarier than a ranger)
  • Harlequin Assassin Dance (in your face Backstab):  Although a Harlequin Assassin is perfectly capable of backstabbing if the target is unaware, even when in plain sight their strange movements give them a chance to surprise an opponent the first time that Harlequin attacks that person in melee combat.  The mechanic is that the target rolls for surprise (1-4 on d6) and if ‘surprised’ then the harlequin may backstab.
  • FOR UBER SCARY CAMPAIGNS ONLY : The harlequin assassin has a % chance of killing when successfully attacking with a backstab as a fourth level assassin.

Harlequin Outfit.  Gives the wearer the effect of blur. Killing a Harlequin might damage the suit.


Harlequin Razor Pistol.  The antique looking firearms have an ammunition capacity of 2 or 3, do damage 2d6 and look very John Blanche.

Saturday, 12 September 2015

Hacking the Surprise Mechanic.

I really like the surprise mechanic.  Though I’m not normally one to tinker with mechanics too much I’ve been thinking about tone appropriate mechanics for my Space Trash TM setting.

Uh-oh!  Someone rolled a '1' for surprise.
Normally each party in an encounter has a 1-2 in 6 chance of being surprised; easy. (I love it when both parties are surprised, it leads to some great comedy). It’s a really simple way for determining how encounters begin and is easy to modify to get a sense that one’s character is a perception ninja without having to get into skill systems as I will describe.

Things that significantly enhance your ability to detect foes before they detect you decrease your chances of being surprised by one step. Due to his experience and keen senses the ranger will notice opponents before they notice him therefore he has a smaller chance of being surprised than they do.

Things that make you harder to detect (but not undetectable) increase the chances of the other party being surprised by one step.  The Ranger is good at sneaking around unnoticed so is more likely to surprise foes.

How the f$%k did we not see them standing there?
These conditions stack, and cancel each other out as appropriate.  E.g. If you’re about as good at sneaking as a ranger*, but the other party is a warborg with amplified hearing, these cancel each other out, back to 1-2 in 6. 

In most cases the basic chance of surprise for both parties is 1-2 in 6.  The Ranger is well skilled at both noticing the tell tale signs that there are foes nearby which reduces his chance of being surprised to 1 in 6.  His skill at escaping detection by being stealthy increases foes chance of being surprised to 1-3.

Other conditions may modify this, which may be magic, tech or skill. For example a Chem Ranger wearing motion-detecting goggles further increase his chances of detecting foes first, which reduces his chances of being surprised one more step from 1 in 6 to 1 in 8.

The same Chem Ranger wearing a stealth cloak increases his chances of surprising his foes one more step to 1-4.  A ranger wearing both elven boots and an elven cloak has a 5 in six chance of surprising foes, whereas a normal dude wearing elven cloak (harder to see) and boots (quieter) would have a 4 in 6 chance of surprising foes.

This idea can be applied across all situations.  For example as a reskin of the ranger surprise skill a hotshot smuggler pilot may have the same modifications to surprise chances while piloting a spacecraft **.  If the craft also has active camouflage then the chances of sneaking up on another vessel increase so the other party’s chance of being surprised increases and if the vessel has advanced sensors then your chance of being surprised decreases.  The presence of gas on a battlefield might increase both parties chance of being surprised.

Other conditions may negate the need for a surprise roll.   If a thief was moving silently in total darkness, in a breezy room then there is no need to check for surprise IF the move silently check succeeds, otherwise do a surprise roll if it fails (you might want to pretend to roll for surprise anyway if the move silently succeeds). 

*I’m considering a new house rule that assassins get the same ability to surprise opponents as a ranger (this does not change he assassin’s chance of being surprised however).  Combined with the d6 hit points it may be time to step their xp up to the next bracket.


**This would potentially be an improvement on the WhiteStar Pilot, the abilities of which are too similar.

Sunday, 23 August 2015

THE CHEM RANGER - Genetic Troopers for Labyrinth Lord / OSR



THE CHEM RANGER / GENETIC TROOPER

Based on the Labyrinth Lord Ranger.
Requirements: DEX 12, WIS 12, CON 15 (nothing else below 9) Charisma max limit 14.
Prime Requisite: WIS, CON
Hit Dice: 1d6
Maximum Level: 7 (in my house rules levels cap at 10)
Chem Rangers use the same xp table as Paladins.

In homage to 2000AD's Rogue Trooper this fighter subclass excels at battlefield survival, having been genetically (or magically or whatever) engineered to survive the most hostile combat environments with a minimum of support.  

Most player character Chem Rangers will be survivors of destroyed units and other failed schemes and so may have unique moral perspectives.  However their genetic makeup makes them likely to be very loyal to their immediate peers. 

Chem Rangers have the following restrictions:

A drawback is that the Chem Ranger is obviously not from around here and may even be obviously artificial/non human having for example, blue skin, bearing corporate logos, a beastman* or even looking exactly like Rutger Hauer.  

*See the excellent Rogue Trooper story arc 'Cinnabar' for some examples of genetic 'beastmen' that were less successful than the program that birthed Rogue.

Chem Rangers face the same restrictions as Ranger regarding possessions with the modification that a mount may be a personal vehicle. They prefer to carry light loads and are unlikely to carry more than four weapons.

Though Chem Rangers are disciplined they are not trained in the use of heavy armour. Light or medium armour only.

Chem Rangers cannot hire henchman (but may utilise portable electronic sophont advisers).



Chem Rangers have the following special abilities:
  • Lifelong (however long that is) combat awareness and training gives natural AC of 7 (or two points).  Light armour will improve this by 1.  Medium armour may be worn but does not stack with this.  Dex bonus applies.
  • Chem Rangers receive immunity to all common low level toxins and bio weapons and advantage on saving throws against all others toxins, bio weapons, mutagens, radiation and poison etc, as well as against fear.
  • Given a decent meal and full nights sleepChem Rangers heal 1d3+con bonus hp.  Given lesser conditions they heal their con bonus after a pint of water and sleeping at least 4 hours (once per day instead of full nights sleep).
  • Chem Rangers are able to track as a Ranger of the same level.
  • At 2nd level Chem Rangers are surprised only on 1 on 1d6; they may surprise others on 1-3 on 1d6.
  • At 3rd level Chem Ranger gets Uncanny Dodge. On a successful save verse area effect take no damage (only in light or no armour).
  • At 5th level Chem Rangers get dodge missiles as a Monk (only in light or no armour).

CHEM RANGER LEVEL AND HIT DICE PROGRESSION
EXPERIENCE
LEVEL
HIT DICE (D6)
0
1
2
2,735                
2
3
5,465                
3
4
11025
4
5
20251
5
6
42501
6
7
90001
7
8




Art credits, top a fan work by Liveforfilms and an obvious derivative of the iconic 2000AD Prog cover art. Bottom 2 images by 2000AD.



This is obviously a fan work in tribute to the baddest 'GI' that ever walked Nu Earth.  No rights infringement or ownership intended.

Thursday, 20 August 2015

"SO SHINEY, SO CHROME!" War Boys for Labyrinth Lord / OSR




Requirements:  None (low wisdom is common)
Prime requisite:  Dexterity
Saving throws:  Fighter
Weapons:  Any
Armour:  Light only
Attack as:  Cleric
Hit points: as Cleric
XP: as Cleric

DRIVIN'

"I'm Tha Driva!"
+1 initiative to vehicle combat.

Wheels and Motaz Thinkun.
Tinker like skill as hear noise for thief of the same level - specifically for getting more out of cars.





FIGHTIN'

"So Shiny, So Chrome!"
A number of times per day equal to half level round up. +1 hit and damage and advantage on save verse fear.  Lasts until momentum broken.

"I live! I die! I Live again!"  
The Warboy throws caution to the wind with an all out attack.  Hit and damage mechanics as backstab for thief of the same level, but it does not require surprise.  However, due to the compromising nature of the manoeuvre, something bad and obvious happens on a miss by four or more and save vs death on a 1. (Stacks with So Shiney So Chrome)




Equipment:  Boys Lance

A javelin with a flask of oil on the end that explodes instead of burns. 2d4 blast to 5ft radius.

#warboy  #characterclass

Sunday, 10 May 2015

GRIMMEST IMPERIUM a quick hack test for WHITE STAR

Just a little something I whipped up to hack test the new OSR Sci Fi game 'White Star'. The game is based on the Swords and Wizardry Whitebox, itself derived from the original three little brown books that were the 1974 OD&D.

Now to start playing with it, a quick hack (honestly finding pictures took longer) of a popular setting featuring a dark future of humanity somewhere between 30k and 50k years from now.


CLASSES


EMPEROR’S GUARDSMEN / OTHER WARRIOR: 


Requirements:  None.

As Mercenary. 

These guys are plentiful and represent all types of warriors from the vastness of the Dark Fated Imperium, including outlaws, pirates, mercenaries, backwater armies, monastic warrior priests, private security or enforcers as well as from the ranks of the Emperor's Guard (the general imperial army).

Many many many soldiers and warriors of all kinds fill this class.  You might die a lot, but the low level adversaries will wither before you.  


WARRANTED WITCH: 

Requirements: Int 12, Wis 13

As Star Knight but no Star Swords, gain use medium armour instead.

Found at Dakka Dakka.  I believe this is someone's Rogue Trader character.  Always nervous about letting these ones roam the ship.


ROYAL SEER OR NAVIGATOR: 

Requirements  Int 14, Wis 13

Class as Alien Mystic.

A Royal Seer.  He usually stays on Board, except for the really important big-shot receptions.  


WAYFARER / UNDERSIDER: 

Requirements:  Thief - no requirements.

Class as Thief or Pilot

I think this dude would be totally cool with being a Space Pilot. Blaster pistol on the hip, hi tech studded vest for trouble.


CLERIC OF TERRA or LETTERED PRIVATEER: 

Requirements:  Both Cha and Wis are desirable, but as these positions are as much circumstance as merit, there are no statistic requirements.

As Aristocrat.  

Add 'all armour' and also ‘flamers’ OR poisons at the cost of paying xp as fighter, i.e. 2000 vice 1500.  

Note wearing fully enclosed armour will interfere with many of the Aristocrat's abilities.  Many of those with access to power armour choose to wear it with the helmet off.

Lettered Privateer, ex Fleet, mono sword, bionic hand.
Cleric of Terra (Junya Watanabe)


TECHNO CULTIST: 

 As Robot of all types. Combat restrictions are as for Aristocrats unless Combots.



VOID BORN: 

 As Pilot.

By Selworks.


OPTIONAL CLASS:  EMPEROR’S ELITE (Sounds like ‘Place Machines’)

Requirements 14 Str, 12 Dex, 14 Con, 12 Int 
  • All weapons and armour, attack 1hd as Mercenary 'Combat Machine' ability.
  • +1 str bonus (to the bonus, not the attribute)
  • +1 all saves, advantage vs poison, disease death
  • +1hp per level
  • -1 damage reduction OR Regenerate 1hp per turn (10 minutes)
  • Natural weapon 1d4+str
  • Xp as ELF (is this enough?). The Emperor’s Elite only gain an xp bonus if Str, and Int are both 15 or more.
Note, these guys aren't usually just wandering around, and represent at least 100,000 to 'The Emperor' plus the power armour they are usually equipped with.

The Emperor's Elite represent the peak of bionic, genetic, and psychological conditioning, and are usually equipped with Rocket Guns and Emperor's Power Armour. Apparently this picture is Hulk's 'son'.  Yup.


DARK FUTURE GEAR:

Rocket Gun: Fires mini rocket propelled shaped charges. 2d6 (reroll 1s).Cost 15000. Some models have Burst Fire**.

Mindforce Sword. By expending a spell level, a Warranted Witch lucky enough to obtain one of these relics may increase damage by one dice per spell 'level' expended. Cost 50,000.

Emporer's Powered Armour, elites end specials only. 7 AC points, Damage reduction 1 (stacks), +1 str bonus (stacks), advantage on strength rolls and saves, invulnerable to airborne toxins, gasses etc. Cost 50,000

Volcano Gun, short range intense heat, ignores 4 point armour and 2 points damage reduction, 2d6 damage. Extremely Rare.

Plasma Gun, short range, ignores 2 points armour. All in beam with ac equal or worse than target hit are also hit. Very Rare

Energy Absorption Field: This device, often resembling ornate and heavy jewelry will absorb 2-40 points of damage each day. Extremely rare.



HOUSE RULE:  BURST FIRE

Usually Firearms and Rocket Guns. Burst fire laser weapons are rare. Burst fire uses 25% of a clip. Any damage left over after dropping a foe may be applied to a target adjacent to or behind the original target.