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!









Monday, October 7, 2013

Dorgath's Drop [Mini-Map Monday]

The famed dwarven cavernsmith, Dorgath du'Draaj, dedicated himself to converting this natural cave system into a well-sculpted and sensible vault. The project went smoothly for a year until the day that Dorgath woke up from a deep sleep. took off his chain mail, and calmly leaped into the bottomless chasm in the lower cavern, never to be seen again. Now the dwarves say Dorgath's Drop is haunted and cursed and shun it out of superstitious fear. That won't stop you, though, will it?



Sunday, October 6, 2013

Mechanical Bastard [OSR Class]

Aaron Goddamn Stack!

I honestly can't tell you if I wrote this class as a joke or not. That's not an unusual situation for me. I'm not sure if I'll ever use it in my game, but I'm pretty happy with it as a weird alternative to the Warforged. The Mechanical Bastard mixes little Bender with a whole lot of Aaron Stack, and of course some Gonzo the Mechanical Bastard.

MECHANICAL BASTARD
The Once Begotten of the Machine God are referred to as “Mechanical Bastards” by almost everyone else in Wyrld. These alien creatures are native to some strange otherworld full of machine life. They are mechanical beings possessing a living, alien soul. Mechanical Bastards resemble humans until they use one of their abilities or are wounded. When damaged, they bleed oil and show exposed gears, springs, and alien circuitry. The Mechanical Bastard is human-sized and shaped, and can use normal armor and weapons. Certain upgrades will allow it to permanently integrate armor and weapons into its system. Not all Mechanical Bastards assume gender roles, but many do so in order to blend in with humans. Mechanical Bastards speak Common, their own language (Cyberchat), and their alignment tongue.

At level nine, the Mechanical Bastard can construct a factorium. This complex will attract 1d4 low-level (level 1-3) Mechanical Bastards to his service, as well 6d6 0-level humans fascinated by robots.

Requirements: INT 9, CON 9
A high-CHA Mechanical Bastardess
Prime Req: CON
Fights As: Fighter
Saves As: Fighter
Weapons: Any
Armour/Shields: Any
Hit Die: d8* (+3 HP per level after level 9)
*assumes fighters have d8 Hit Dice

A Mechanical Bastard is a Living Construct.
This has a number of benefits and drawbacks...
* Immune to poisons and disease.
* Need not eat, drink, or breathe.
* Still affected by sleep, charm, and energy drains.
* Doesn't actually "sleep" but requires four hours of downtime each day to defrag itself.
* Affected by Heat/Chill Metal and suffers double damage from the spell.
* Cannot benefit from Cure X Wounds spells, nor damaged by the reversed versions.
* Mending heals 1d4 damage per 2 caster levels (max 5d4)
* Suffers 2d6 damage from successful Rust Monster attacks.
* Cannot be Raised or Resurrected, but can be Reincarnated. (Welcome to organic life, Sparky!)
* A Mechanical Bastard falls “unconscious” at 0HP. It is killed when brought to negative HP equal to its Constitution score. While unconscious it cannot eat coins to heal. If it is not brought to positive Hit Points through Mending within 24 hours, its automatic reboot systems will kick in. The Mechanical Bastard will wake up with 1 HP. When it reboots, the Mechanical Bastard will need to re-roll all its upgrades. It will lose any integrated weapons or armor if it no longer possesses the proper upgrades.
* Does not heal normally or naturally and is too complex to be repaired by mortal smiths or engineers.

A Mechanical Bastard heals itself by eating minted coins.
1 gold piece heals 1 hit point.
1 platinum piece heals 2 hit point.
It takes 1 round to eat 1 coin.
The Mechanical Bastard cannot eat more coins per day than its Constitution score.

A Mechanical bastard develops random upgrades as it gains levels.
*At level 2 and 4, the player rolls 1d6 to see what power the Mechanical Bastard gets. Re-roll any duplicates.

1) Integrate Armor
Gonzo the Mechanical Bastard
Permanently absorb mundane a suit of armor and assume its AC. Only half of an integrated suit of armor’s weight is counted towards encumbrance. This does not change the Mechanical Bastard’s appearance. The armor cannot be “un-integrated” and effectively destroys the armor. Integration takes 1 turn, and a newly-integrated armor replaces an old one. Shields cannot be integrated.

2) Integrate Weapon
Permanently absorb a mundane, one-handed weapon, which it can retract and extend at will An integrated weapon is not counted towards encumbrance. This does not change the Mechanical Bastard’s appearance. The weapon cannot be “un-integrated” and effectively destroys the weapon. Integration takes 1 turn, and a newly-integrated weapon replaces an old one.

3) Night Vision Eyes
Infravision 60’. Works however Infravision works in your campaign.

4) Static Zapper
Can make ranged attacks with non-magical electricity from its hands. Has a range of 10/20/30. Does 1d6 damage. Usable a number of times per day equal to the character’s Constitution score.

5) Bending Unit
+2 to Open Doors and similar rolls.

6) Scanners
Can find secret doors like an elf.


*At level 6 and 8, the player rolls 1d6 to see what power you the Mechanical Bastard gets. Re-roll any duplicates. 

1) Integrate Magical Armor
As above, but also works with with magical armor. If the Mechanical bastard already has the mundane version, replace it with a newly-rolled upgrade.

2) Integrate Magical Weapon
As above, but also works with magical weapons. If the Mechanical Bastard also has the mundane version, it can now integrate two weapons--one mundane, one magical.

3) Extendo-Arms
Can stretch its arms to reach and manipulate objects 30’ away. The character can now attack from the second rank, with “non-reach” weapons. The arms are not effective in combat at further length.

4) Laser Eyes
Can make ranged attacks with a magical heat ray from its eyes. Has a range of 30/60/90. +1 to hit. Does 2d4+1 damage. Usable a number of times per day equal to half the character’s Constitution score.

5) Overclocked
The Mechanical Bastard’s base movement is increased by 10’.

6) Mecha-Morph
The Mechanical Bastard can cast Alter Self on itself once per day.


Experience
Level
Hit Dice
Title
0
1
1d8
Cog
3,000
2
2d8
Droidling
6,000
3
3d8
Automaton
12,000
4
4d8
Droid
24,000
5
5d8
Robot
48,000
6
6d8
Robodroid
96,000
7
7d8
Mechadroid
200,000
8
8d8
Android
400,000
9
9d8
Megadroid
800,000
10
9d8+3*
Super Megadroid
*CON modifiers no longer apply

Saturday, October 5, 2013

Where Does this Magical Portal Lead?


Hey wow, this is my 100th post at the Bernie the Flumph blog! Neat huh?

Anyway, gamers love those d30 tables right? Sure y'all do. My in-development FLAILSNAILS game is going to have a few magical portals scattered around the ruins of the Annunaki. I wonder where they lead?

1d30
Where does this magical portal lead?
1
Mythic Greece
2
Carcosa!
3
The Kingdom of Dreams and Nightmares
4
5
The Great Labyrinth where Cenobites dwell
6
Dinomundia, the land of hyper-evolved dinosaurs
7
The Fractal Forest, alien home world of the Elves
8
Orcland, where orcs rule!
9
Halloween Town
10
Gamma World
11
Unknown Kadath
12
The Bronze Basilica in the Plane of Inferno
13
The Twisting Nether
14
The Quivering Fleshlands
15
Dodge CIty, Kansas, 1883
16
The Gray Vaults, where the dead dwell in mist shadow
17
Three miles straight up
18
Opposite-Land where everyone's alignment is reversed.
19
Ooo
20
Shanri and the houses of the Ven
21
A gigantic maze full of singing and dancing goblins
22
Flumphsylvannia
23
A world-gone-mad where intelligent apes rule over man!
24
Ravenloft
25
The best casino in Hell
26
The Mushroom Kingdom
27
Cool World
28
Home of the Mechanical Bastards
29
Barsoom
30
Modern-day Detroit

Thursday, October 3, 2013

Captain (OSR Class)

A while back, I posted my Captain class to the ACKS forums (where I posted under the name "luftmensch"). The captain is an inspiring warrior and a leader of men. The class is inspired by the marshal and warlord classes from D&D, and the captain class from Lord of the Rings Online. As I'm starting to gather material together for an upcoming FLAILSNAILS game, I thought I'd dust the class off, tweak it a bit for Labyrinth Lord and share it with y'all.





The beastmen hordes had pounded our forces all day. Me and the other boys from the Forsaken Sons hunkered in the shelter of a broken wall, catching a few minutes of respite while the other forces of Law fought and died in the ruins of the city. Maiden's Tower would soon fall, and the Chalice of Silver Tears would be in the clutches of evil.

We each looked to each other and nodded, no words needed. It was time to turn and run. There was no shame in it. All was lost.

Then a thunder of hooves, and Captain Belwyn rode up on his exhausted horse. He leaped from his saddle and strode towards us. His armor was rent in a dozen places. The left side of his helmet was dented, and his face was covered in blood with one eye swollen shut. Still, his voice was clear as a bell as he stood over us.

Up! Get up, lads! We have them right were we want them! See? Soon the sun will rise and burn away these black clouds. With Bramahn's light behind us we'll send these beasts back to their pits!” He grabbed my by the shoulder roughly and lifted me to my feet, then turned and did likewise to the other Sons. “Up! Up and fight, I say! Fight on for the fate of Law and the kingdoms of men!” Our hearts stirred, and strength came back to our arms as we picked up our spears and shields once more.

Suddenly, a black shadow fell across the battlefield, and Therrovaux, the Dread Wyrm landed in the shattered city square. Black waves of terror washed from the beast like a palpable force. Elves and dwarves dropped their arms and fled in fear, but we did not falter. The beast spotted us, turned its serpentine eyes to us, and bellowed its defiance. Acidic death sizzled on its lips.

Captain Belwyn just grinned. He spat a wad of blood and broken teeth from his mouth and gripped his massive two-handed warblade. “C'mon, lads. Let's show these curs what human courage looks like!” The Captain bellowed a wordless warcry and charged the dragon.

And we followed.


Captain
The captain is a fighting man trained in leading and inspiring others. He may be a beloved commander who earns his troops' love and respect, or a tyrannical bully whose men follow him out of fear. While not as sturdy as a pure fighter, he is competent in all weapons and armor. His most powerful ability, though, his his skill in instilling courage and confidence in the men and women that follow him. With an few rallying words he can remove fear and bring strength to his fellows' arms. An experienced captain is so commanding, that even kings and emperors might pause and follow his orders.

Requirements: CON 9, CHA 13
Prime Requisites: CON and CHA
Hit Die: d6 (+2 HP after 9th level)
Fights as: Fighter 
Saves as: Fighter
Weapons: All
Armor: All

Special Abilities
Master Commander: The captain has mastered the art of command. His authority inspires men to follow him into danger. The captain’s henchmen and hirelings receive a +2 bonus to morale.

“But it is not this day…”: The captain can improve the morale of troops. Inspiring courage requires a few moments of oration before a battle (one round), and grants all allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the captain), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The captain can inspire courage in any given character once per day per class level. He cannot inspire courage on characters who are already engaged in combat.

At Fifth Level:
Bravery:
The captainis immune to all natural and magical fear effects.

At Ninth Level:
Commanding Voice:
The captain gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. Creatures with a WIS greater than the captain’s CHA are immune to this power (and the captain will know they are immune).

At ninth level (General), a captain can build a castle. His legendary leadership abilities will attract 5d10 0-level warriors looking for training under his leadership, as well as 1d6 low-level captains (level 1-3) rallying to his banner.

Experience
Title
Level
Hit Dice
0
Bannerman
1
1d6
1,700
Standard Bearer
2
2d6
3,400
Rallier
3
3d6
6,800
Sergeant
4
4d6
13,600
Officer
5
5d6
27,200
Lieutenant
6
6d6
55,000
Commander
7
7d6
110,000
Captain
8
8d6
210,000
General
9
9d6
310,000
General, Level 10
10
9d6+2*
410,000
General, Level 11
11
9d6+4*
510,000
General, Level 12
12
9d6+6*
610,000
General, Level 13
13
9d6+8*
710,000
Lord Marshal
14
9d6+10*
*Hit Point modifiers from Constitution no longer apply.

Monday, September 30, 2013

Labyrinth of the Minotaur King [Mini-Map Monday]

So back in second-or-third grade, years before I started gaming, the cool thing to do in my class was to make maps. My friends and I spent so many hours drawing maps on regular notebook paper (when Morris brought graph paper to school one day IT BLEW OUR MINDS), then trading them with each other. Each of us tried to make the most confusing and difficult map we could. I never suspected that my preadolescent map fascination would lead to a hobby as a semi-pro dungeoneer. Who knew?

So... Labyrinth of the Minotaur King. This is the home of Crook-Horn, the mighty, black-furred king of the minotaurs who wields the flaming green greataxe, Hell-Harrower. The Labyrinth lies beneath the Obsidian Mesa, east of the Madlands, and was supposedly crafted by a race of hideous dwarf/minotaur hybrids ("mini-taurs"). Crook-Horn supposedly died centuries ago. I'm sure it's perfectly safe now.

Mooooo!