Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Saturday, February 2, 2019

Wyrd: A meta-currency for my LotFP game


I might lose some of my (questionable) OSR cred here, but I like meta-currency. I like Bennies, I like Fate Points, I like Yum Yums, I even like Inspiration. I like letting my players have that little bit of “oomph” to spend when they really need it or when they're doing something personally important. Back in my Rules Cyclopedia game, I successfully grafted on Aspects and Fate Points, and when I ran Stars Without Number, I used Jeff Rient's Big Purple d30 rule to good effect, so I know it works. Also it makes my players happy, and that's not a bad thing, right?

Of course, with an ostensibly a horror game like LotFP, you run the risk of losing some of the danger by giving the players too much meta-narrative power. You want to make sure there are some limits. But heck, even Zweihander has Fortune Points, so I feel justified.

So here's Wyrd. I'm eager to see how well it works in our next session. 

Wyrd

Wyrd is your fate, your yet-to-be-woven destiny. It is the actions you take and changes you make that cannot be seen through prophecy. It is “that which happens.” In game terms, Wyrd lets you fiddle with your dice.

At the start of each session, each player (not the GM) gets a Wyrd Token.
Clerics get 2 Wyrd Tokens, because God.*
Alices get 2 Wyrd Token, because weirdness.

Players cannot trade Wyrd Tokens unless their PCs are lovers, spouses, siblings, or children/parents of each other.  

If you have a Wyrd Token left at the end of the session, you get +10% XP, so think carefully as to whether or not you want to use that Token. Multiple Tokens do not stack.

You can spend a Wyrd Token for any one the following effects. You must spend your Token before you roll. Once the die is cast, the skein of your fate is woven. I might make you describe how Fortune intercedes in your favor.
  • Attack roll: Use a d30.
  • Saving throw: Use a d30.
  • Damage or Healing roll: Bump all your dice up by one step. (1d6 becomes 1d8, 3d4 becomes 3d6, etc...)
  • Skill rolls: Roll the d6 twice and take the best result.
  • Roll xd6 under your stat: Reduce X by 1.
  • 2d6+MOD rolls: Roll 3d6, and drop the lowest.
  • Initiative: Roll your initiative separate from everyone else (add your DEX mod).
  • Bleeding Out: Automatically stabilize.
  • Dead Man Walking: Now you're just bleeding out.
  • Lose a Limb: That’s just too bad.
  • Random Tables: No effect.
If all the players have spent all their Wyrd Tokens, they the party is Doomed. The GM gets a number of Doom Tokens equal to the number of PCs still alive. They can use these just like Wyrd, but to the benefit of NPCs.  

*Also, no one wants to play clerics in my game, so maybe this will sweeten that pot a little.

Thursday, November 29, 2018

Outlanders, Molemen, and Serpentblood for LotFP (Reskinned Classes)

I will soon wrap up my Warhammer 40K: Wrath & Glory campagin and move onto running Lamentation of the Flame Princess. Not surprisingly, it will be set in a weird-fantasy version of Europe at the height of the 30 Years War. Originally I planned on including Dwarves and Elves, describing them as remnants of pagan faerie empires or whatever. I soon decided, though, that while I wanted to keep the demihuman classes I wanted to make them different from the classic fantasy standbys. Reskinning was the way to go--keep the classses mechincally the same (or with slight tweaks) and change all the fluff.

Changing the Halfling to the Outlander was my least creative change. A lot of people have turned the Halfling into some kind of ranger or explorer class. Their bonuses with ranged weapons and natural woodland abilities make this easy. I decided to stick with the precendent and make them "Outlanders," often Native American or African tribesmen, but also buckskinners or mountain men. Mostly, I just thought Mani in Brotherhood of the Wolf was always cool.

For the Dwarf, I still wanted to keep the class hardy and crafty. If I could inject some Hollow Earth weirndess into their subterranean kingdoms, all the better. Molemen were the obvious choice. They are heavily inspired (that is, lifted almost directly) by mole-men John Hodgman writes of in More Information Than You Require. This is not the first time I've stolen his Molemen.

For Elves, I chose to turn them into Serpentblood. I've always loved the Yuan-Ti in D&D, and I've always been fascinated/amused by the hidden reptilian masters of UFO lore. Of course, the Snake Men of Valusia and King Kull were also an influence. These are all the same reasons I brought the Sneaky Snakes into Hobomancer. Also I'm pretty sure Selena from the core LotFP cast is supposed to be half-snake or something. Anyway, replacing elves with decendants of extra-dimensional reptilian sorcerer kings lets me add some weird conspiracy stuff to the campaign.

Here, then, are the class write-ups...


Outlanders

Outlanders are warriors and survivalists specialized for operating in the wilderness and on the frontier--the lands outside supposed "civilization." Many outlanders are from places that Europeans would disparagingly call “primitive”—often uncolonized America or Africa. Some European frontiersmen also qualify as Outlanders (your mountain man or buckskinner types). 

The Outlander is a reskin of the LotFP Halfling class. In most ways they function identically to that class, except that they have no restriction on weapon sizes and only receive the +1 bonus to AC if they are lightly encumbered or less.


Molemen

Molemen are hideous subterranean humanoids with hunched bodies, withered, rodent-like faces, translucent skin, and borderline-heretical beliefs in liberal democracy. They can pass for ugly, stunted humans. Most people just assume they are foreigners from whatever country their homeland hates the most (“Beady eyes, weird teeth… the man’s obviously Welsh”). Molemanic women are just as hideous as their menfolk. High-ranking Molemen often wear powdered wigs. Molemen will introduce this fashion to European nobility in the latter half of the 17th century.   

Molemen possess a sophisticated culture and civilization deep below the Earth that values industry and learnedlness. Molemanic societies are sexually egalitarian and comprise some of the few functional democracies in these benighted times. Sadly, these subterranean republics are currently experiencing some unspoken catastrophe. Many exiles and refugees have made their way to the surface world. In 1825, the Molemen will form an alliance with the American president, John Quincy Adams, who well lend them aid and arms in an attempt to reclaim the Hollow Earth.

Mechanically, Molemen are a reskin of the LotFP Dwarf class and function exactly like that class, including combat options and carrying capacity. In my campaign, I have gotten rid of the Architecture skill. Dwarves (and Molemen by extension) replace it with Tinkering.


Serpentblood

Serpentblood are descendants of the extradimensional reptilians that once ruled the Earth from the lost empire of Valusia, back when mankind was young. Modern serpentblood little resemble their ophidian forbearers, but often grow more snake-like as they grow in power. Serpentblood are normally raised unaware of their heritage, and the xenogenetic traits often skip several generations. Around puberty, a newly awakened serpentblood is visited in their dreams by their reptilian ancestors, who make them aware of their alien birthrights and direct them towards other of their kin for training. As decendants of alien sorcerer-kings, all serpentblood have a natural talent for magic and combat. Awakened serpentblood have several conclaves hidden in the jungles of South America and central Asia, as well as Greece and the mountains of Romania.

Mechanically, Serpentblood are a reskin of the LotFP Elf class. In most respects they function exactly like that class, including spellcasting and combat ability. They are chaotic in alignment and share the same vulnerability to holy water and the like. Their natural Search ability is due to their semi-functional jacobson’s organs. Serpentblood often become more snakelike as they grow in power. At 2nd level and each level thereafter, roll a Save vs. Magic (using the saves for the new level). If the roll fails, roll 1d8 on the chart below to determine what serpentine trait manifests. Repeated instances become more pronounced.

1. Eyes become snakelike with slitted pupils.
2. Tongue grows longer and forked.
3. Pigmentation becomes mottled or banded like a snake.
4. Character grows a thin (non-prehensile) tail.
5. Character loses all body hair.
6. Skin becomes scaly
7. Character develops a taste for small birds and rodents, preferably live and whole.
8. Teeth become sharp and fang-like.

Monday, March 23, 2015

Non-Human PCs in Far Away Land

As I’ve said before, I really like Far Away Land. The system is simple but the setting is weird and awesome and surprisingly complex. Hopefully I’ll get to play or run it soon (maybe after my Fate superheroes games is wrapped). The Far Away Land G+ community is so active, I’ve barely been able to keep up with all the posts.


In Far Away Land, the basic assumption is that the PCs are all humans. Humanity is a new and alien species in Far Away Land, with only one large city. As strangers in a strange (far away) land, this gives the (presumably human) players an immersive perspective as they explore and uncover the mysteries and strangeness of the world.

But humans are boring, right? Who wants to play a jive old human when you can play a gourd-headed Poomkin or a bear-riding Agnun? The general vibe I’ve picked up from the FAL community is “You want to play a non-human? Sure, go ahead, have fun!” That’s cool.

I’m not a big proponent of “game balance”  but I often feel like you have to tweak rules for non-humans a little to make humans at least somewhat desirable. Here, then, is my hack for how I’d allow non-humans in a Far Away Land game that I may or may not eventually run.

The basic jist of it is that special abilities replace starting boons. Joe Vanilla human gets four boons; Gump the Poomkin only gets two boons, but can regenerate ands see in the dark.

I’m not a numbers guy, but I mostly assumed that most abilities are worth one boon. Some (like better senses) are worth half a boon, while others (the Blonin’s Teleportation) are worth more.

Some of the races below also include an extra flaw, either as a further pseudo-balancing measure, or to maintain the “flavor” of the race. This flaw is required in addition to the 1d3 flaws all starting PCs take.

Here are the races from the Creature Index in the Tome of Awsome that I would allow as PCs. Use them as you will.

But seriously though, why would you play anything but an Orka? Those guys are badass. I mean Gruun, man...


Agnun
Boons:2
Abilities: Animal Bond (Grizzle Bears), Night Sight, Telepathy (with other Agnuns)
*Note: While an Agnun PC can communicate with Grizzle Bears, she does not start play bonded to one. She will have to find and befriend the beast, who will probably want some service first before agreeing to act as her mount. Sounds like an adventure to me!


Blonin
Boons: 2
Abilities: Teleportation (50’)


Dwarf
Boons: 3
Abilities: Night Sight, Nose for Ore, Alcoholic Strength
Extra Flaw: Mean Drunk


Elf
Boons: 3
Abilities: Better Hearing, Better Sight, Night Sight


Glacierian
Boons: 4
Abilities: Resistance (half damage) to Cold
Extra Flaw: Frosty


Mushroom Folk
Boons: 3
Abilities: Spore Cloud (1d3 damage, causes hallucinations for one round per point of damage inflicted), Night Sight
Extra Flaw: Primitive


Noog Noog
Boons: 4
Abilities: Claws (1d3)
Extra Flaw: Cowardly


Orka
Boons: 4
Abilities: Night Sight


Poomkin
Boons: 2
Abilities: Healing Factor, Regeneration, Resistance (half damage) to Poison


Ratling
Boons: 3
Abilities: Night Sight, Better Smell


Seamerl
Boons: 3
Abilities: Water Breathing


Simian
Boons: 3
Abilities: Better Hearing, Better Smeall, Night Sight


Zoordrooz
Boons: 4
Abilities: none
Extra Flaw: Surly

Sunday, November 24, 2013

Death and Dismemberment

So what happens when your old-school dungeon explorer reaches 0 Hit Points? Instant death never really sat well with me, and the oh-so-very-common house rule about bleeding out until you hit -10 (or whatever) is so damn boring.

That means it's time for the wild and unpredictable world of Death & Dismemberment Charts!

Adventurer Conqueror King has a really swell chart for death and dying, but it's a tad too complex and involved for what I want to do with my Labyrinth Lord campaign. A few years back, Trollsmyth posted a nice little chart for death and critical wounds. What I've done here is take bits of both and mooshed them all together with a couple of my own ideas.

These ladies had to make some rolls.
The basic idea is that reaching 0HP is bad but not necessarily deadly, at least not instantly. Even if you survive, you'll probably wind up battered and scarred. If you wind up too crippled or maimed, you might think about retiring your character and becoming the patron of a worthy protegee (replacement PC). Rook's Landing is full of people like this.

I'm eager to see how these rules work out, once I start my Abaddon campaign.


Death & Dismemberment

Blogger does funny things to tables. You can read these rules as a Google Doc if it's easier.

These rules are mostly intended for PCs, but important or powerful NPCs might use them, too.

There are no negative Hit Points.
When brought to 0HP, roll on this table. (2d6 and 1d4)
Each subsequent roll while still at 0HP gives a -1 penalty to the 2d6


2d6
Condition
1
2
3
4
2
Instant Death
Decapitated
Heart punctured or ruptured
Brain destroyed
Torso rent in half
3
Fatal Wound
Guts spilled onto ground.
Jaw ripped off
Back shattered
Lungs  crushed
4-5
Critical Wound
Brain Damage
(-1d4 INT)

Arm severed or crushed
Crushed or pierced lungs
(-1d4 Con)
Leg severed or crushed
6-8
Serious Wounds
Lose an eye.
(-1 to ranged attacks)
Badly scarred
(-1d4 CHA)
Bad Back
(-1 Stone carrying capacity)
Damaged Joints
(Go last  on your side’s initiative)
9-10
Light Wounds
1d6 teeth knocked out
1d3 fingers lost
Cosmetic scarring
Noticeable limp
11
I’ve had Worse
KO’d for 2d6 rounds
KO’d for 1d6 rounds
Stunned for  2d4 rounds
Stunned for 1d4 rounds
12
Ain’t got Time to Bleed
Still holding on. You bounce back with 1 hp
Not as bad as it looks. You still have 1d4 hp + CON bonus
Adrenaline Surge! 1d4 hp per level. After combat you return to  0hp and pass out for 2d6 turns.
Avenging Angel!
Visions of Death empower you. You will die in 2d6 rounds, but for now you are up, awake, and have  +2 to hit and damage.


Fatal Wound
Down. Save vs. Death -3 or KO’d.
Will die in 1d6 rounds unless Wish or Heal is applied.
Require 1d4 months of bed rest.

Critical Wounds
Save vs Death -2 or KO’d.
Will die in 2d6 rounds unless healing magic or first aid is applied (1-in-8 plus WIS mod)
Spells used for this will not restore lost hp.
Require 2d4 weeks bed rest

Serious Wounds
Save vs Death -1 or KO’d
WIll die in 3d6 rounds unless healing magic or first aid is applied (1-in-6 plus WIS mod)
Spells used for this will not restore lost hp.
Require 1d4 weeks bed rest

Light Wounds
Save vs Death or KO’d
Will die in 4d6 rounds unless healing magic or first aid is applied (no roll needed)
Requires 1d8 days bed rest

Even if they remain conscious,a character suffering from these wounds is helpless and can take no action until they recover from bedrest.

Wednesday, October 9, 2013

Magic Users of Wyrld

So I'm setting up a FLAILSNAILS game, and I'm busy kicking together the setting and house rules. I'll talk more about the setting (The island of Abaddon on the planet Wyrld) soon, but for now I want to start talking about house rules and campaign flavor/information stuff. For this online (Google Hangouts) campaign, I'm going to use Labyrinth Lord as a base, mixing in the skills from Lamentations of the Flame Princess, and tossing in some of the combat stuff from Adventurer Conqueror King.

So that brings us to Magic Users.

Magic Users (wizards, mages, sorcerers, etc.) are humans who have rediscovered the ancient reality-warping arts (and sciences?) of the Annunaki. Spells are pseudo-living memetic constructs that a trained magic user crams into their brain through a combination of ritual, self-hypnosis, and coordinated brain damage. That's what "memorizing spells" means. The formula for binding spells into your mind are kept in jealously guarded tomes and grimoires. The act of spellcasting releases the spell from the wizard's mind into the world in an orgasmic release of reality-warping energy.

All wizards on Wyrld, are a little odd, and have the good taste to dress like wizards. Whether that means a robe and pointy hat, star-spangled Jim Starlin cosmic couture, or Erol Otus extravagance is up to the individual, but all magic users dress in distinctive fashion that screams "I'm a wizard!"

Rules Stuff

Magic Users use the rules as presented in Labyrinth Lord with the following changes.

The lore skill, automatic familiar, and Pulse of the Universe additions are intended to allow the Magic User to do some wizardly things even after they run out of spells. Like, they get to walk around with an owl on their shoulder, going "Hrmmm hrmmm yes, this appears to be a burial mound of the Hob-Knee Goblins from the time of the McKendric Supplicants.Very interesting, oh my yes..." and stuff.

Allowed Weapons: Dagger, staff, sling, dart

Starting Spellbook
1) Read Magic
2) Summon Familiar (if they want it)
3) Spell of the PC's choice
4) A spell rolled randomly

If they drop the 100gp, a magic user can start with a (non-special) familiar of their choice.

Each new level, the PC rolls for a new random spell. This spell will be of the highest level they can cast.
There is no limit to number of spells a MU can know.

Lore
A basic “I’ve read something about this” skill.
Base chance: (1 in 6) + INT
+1 again at level 5. +1 again at level 9.

Pulse of the UniverseBy handling and concentrating on an object for 1d4 turns, a Magic User can determine if an object is magical. This is a time consuming process and only works on one object at a time. The Detect Magic spell still exists, and is still useful for its speed and precision. 
(I picked up this idea from another blog. I honestly cannot recall which one. My apologies.)

Spell CastingDeclare spellcasting at beginning of round, before initiative is rolled.
A spellcaster can make normal combat move, but no running. Keep your DEX bonus to AC
MU’s must have both hands free to cast. A staff, dagger, rod or wand is okay, since they are ritual tools.
Damage or a failed saving throw disrupts the spell, but a Save vs. Spell lets the caster retain the spell in memory

.
WIZARDS!