Thursday 28 April 2016

Dungeonpunk 1066

some shit stolen from here

this isn't going to make any sense without cyberpunk 2020 & warhammer fantasy to hand, just so you know. Everything is basically the same, just ditch the tech skill because why not.

stats

int ref cool attr luck move body emp

Rockerboy - Bard - Spec: Inspire
Cop - Knight/Paladin - Spec: Authority (Kingly/religious)
Solo - Fighter - Spec: Solos one
Nomad - Gypsy - Spec: Call upon family
Netrunner - Wizard (Not included)
Fixer - Rouge/Crime person Spec: Contacts
Techie - Scholar - Spec: Pick 1 subject, work out ability

prices as wfrp
 weapon skills
[20:29:43] Anxious Peasant: pole arm
[20:29:53] Anxious Peasant: short blade
[20:29:57] Anxious Peasant: long blade
[20:30:04] Anxious Peasant: axes & maces

Sample armour SPs:

Hide/padded 4
Soft leather 5
Ring mail 10
Chain mail 12
Banded mail 12
Scale mail 14
Field plate 18
Full plate 20

Sample damage ratings:

Bow 2d6- 2
Crossbow 3d6
Longsword 2d6
Two-handed sword 3d6
Battle axe 2d6
Mace 1d6+2
Pole-axe 1d6+3
Spear 1d6
Short sword 1d6
Dagger 1d3+1

**is your special ability

FIGHTING MEN
**combat sense
awareness
archery
crossbow
weapon training (replacing melee)
brawl
athletics
steath
intimdate
endurance

KNIGHT
**authority (king or church)
awareness
first aid
human perception
atheticls
educations
brawling
weapons traiing
interrogation
relgious/nobility knowledge

BARD
**inspire
aware
perform
wardrobe
composition
brawling
play instrument
streetwise
persuasion
seduction

GYPSY
**family
endurance
pick pocket
ride horse
drive wagon
archery
wilderness survival
brawling
athletics

ROGUE
**streetdeal
awareness
forgery
weapons training - small blade
brawling
stealth
pick pocket
pick lock
intimidate
persuasion

DRUID
**animal companion
botany
wilderness survival
first aid
zoology
endurance
archery
diagnose illness
geography
swimming

(dog, horse, bird, toad, snake, rat)
1- old family pet
2- standard
3- above average, nothing special
4- trained example
5- breeding stud level

ALL SKILLS

skills

attr
personal grooming
wardrobe & style

body
endurance
strength feats
swimming

cool/will
interrogation
intimidation
oratory
resist torture drugs
streetwise

empathy
human perception
interview
leadership
seducation
social
persuasion & fast talk
perform
disguise

int
accounting
anthropology
awareness/notice
biology
botany
chemistry
composition
diagnose illness
education / general knowledge
expert ____
gamb;le
geology
hide/evade
history
library search
math
physics
shadow/track
teching
wilderness survival
zoology
first aid
forgery

reflex
archery (2)
atheletics
brawling
dance
dodge & escape
driving cart
riding horse
weapon training(see below)
stealth
pick lock
pick pocket
play instrument

Monday 18 April 2016

Elves from the Old Continent

***SUNDAY PLAYERS FUCK OFF AND DIE***

Remember, always, that you are lower than them. You are filth, a dumb animal, a useful but ultimately tragic creature. And then remember the Elves are insecure, and need to be loved. This need found a valued servant in the despicable form of Man.

ELF SCOUTING PATROL
3d4 Elves, each riding a good horse and carrying -
x Lance
x Sabre
x Breastplate (AC as Chain)
x 5 Hunting-darts (1d4 damage, target takes stacking -2 to hit from awkward, heavy dart, 1d4 damage to remove in a hurry.)
(All 1HD, +2 to hit, AC 17, Morale 9)

Each Patrol has a 50% chance of 1d4 manhounds, and a 10% chance of a level 1d4 magic-using Elf.
On the Old Continent, the Elves kept Man, and bred and twisted them to new dire purpose. These humans move like hounds, and appear perpetually guilty. They track their erstwhile kin near-flawlessly (6-in-6 chance of tracking).

HD 1 / BITE FOR 1D4 / AC AS LEATHER / MOVE AS SLOW DOG /MORALE 7


Elven Armies consist mostly of human slaves, bound to the elven sorcerer-priests. They fight as normal men, and their loyalty is ensured through a network of shrines spread across the the continent. The elves are currently building a new network to allow the human slaves to operate in large numbers without the risk of a rebellion. 

Sunday 17 April 2016

Archetypal Levelling

FUCK XP, YOU LEVEL BY CLASS NOW. EVERY CLASS NEEDS A THING TO DO THAT SCALES.

FIGHTERS - KILL SOMETHING WITH YOUR LEVEL X2 IN HD.

THIEF - STEALTH SOMETHING WORTH YOUR LEVEL X100 IN SILVER.

MAGIC USER - EAT THE BRAIN OF A MAGIC USER OF EQUAL OR HIGHER LEVEL.

CLERIC IS KINDA TRICKY, WOULD BE BY GOD BUT...

CLERIC - DEFILE THE TEMPLE OF AN OPPOSING DIETY WITH LEVEL X 10 THINGS IN THE CONGREGATION (THE TEMPLE NOT THE GOD)

Some of my own...

STITCHER - SUCCESSFULLY GRAFT THE LIMB OF SOMETHING WITH HD EQUAL TO LEVEL X 2 TO SOMEONE ELSE.

GHOUL - EAT LEVEL X20 HUMAN BODIES.

ACCURSED - LotFP Class

You are bound.

You are tormented.

You are pitiful, a shell of what once was.

The chains of magic bind themselves tightly around your very essence, but you have learnt something - through bondage lies power.

-

(This class only really works with cursed items imparting benefit-at-cost. In my home game, this is basically the only sort of magic item, so bear that in mind.)

Base as Fighter, but no attack progression or improved techniques.
A character of any level with multiple curse-effects can elect to become an Accursed, keeping HP but losing all XP, beginning at level 1.

Curse-Seeker - Whenever an even level is gained, the Accursed gains a dim direction sense of the nearest cursed item. (Place in the world as appropriate. The power of the item has nothing to do with the level of the Accursed.)

Bearer of Chains -  The Accursed can break the bonds of another, removing their curses and taking them on for themselves.

The Binds Tighten - Every odd level gained (including the first) imbues the Accursed with a new curse. Conflicting curses are good. Re-roll if you roll the same thing twice, or else replace whenever a curse is used.

d10
A Chain Gained, a Power Revealed.
1
To Know Restlessness – The Accursed will never rest again, but will still become tired, never quite dying of the exhaustion.
2
To Forget Fear – The Accursed has no capacity for fear in any situation.
3
To Never Know Death – The Accursed cannot die. They can be hacked into pieces.
4
To Move Restlessly – The Accursed cannot remain in the same place for more than d20 hours. As they get closer to this deadline, they move faster.
5
To Be Hated – All who gaze upon the Accursed will hate and fear them immensely. With power to back it up, this is a tool.
6
To Be Untouchable – You grow a second stony skin. You lose all sense of touch, but have AC equal to plate.
7
To Know Betrayal – You can hear the voice of any speaking of you, no matter the distance. You don’t know who says what.
8
To Forget – Your memory is limited to 1 week. You can eat the memories of others, which do not fade. This is achieved through the consumption of brains.
9
To Be Loathsomely Beautiful – You become disgustingly beautiful. All will wish to possess or destroy you on sight.
0
To Be A Slave – You must follow all instructions given to you directly, to the letter. For every instruction followed, you gain a secret of the master.