Wednesday, April 13, 2022

CLASS: WHY NOT ARTIFICERS?

Artificers are a class that I have worked over a couple times, in my usual "nobody's picking this one to play so I will keep ramping up the stuff it can do until somebody picks it" way. The end result is maybe overpowered but game balance is for COWARDS.

 

ARTIFICER


(art by Angelique Shelley and Igor Kieryluk)



HIT DICE: D6 

ATTACK BONUS: +1 

Artificers get +1 to Fortitude saves. 

Artificers can use all simple weapons and firearms. 

Artificers can wear leather armor. 

Artificers can recognize magical devices on sight. They can dismantle or reconfigure magical items given tools and time (and a roll on the Artificer Jury-Rigging table). Artificers add their INT bonus to this roll. (1)

Artificers can pick locks and disarm traps (even magical ones) given tools and time. (2)

Artificers begin with a construct, either a servo or a thopter. Artificers can see through the eyes of their construct if they concentrate. (3)

Artificers know alchemy. They begin with one random alchemical formula. Artificers can learn more alchemical formulae by performing research during downtime, raiding the labs of rival alchemists, or drinking unknown potions. (4)

Artificers can attempt to invent new magical devices starting at level 7. (5)

 

 

1. Artificers are encouraged to screw around with any magical items the PCs find. This roll is penalized if the artificer is rushing or in danger or has no tools.

2. This is like the thief ability except artificers can attempt to pick magical locks too.

3. I pinched this from riggers in Shadowrun. Artificers get a little robo-buddy that follows their commands. Constructs will get their own post but briefly servos are little metal dudes and thopters are little metal flying machines.

4. I'll put the alchemy rules another time (plus all the other stuff I have to put up "another time") whenever I have them in a legible form. Mostly this feature is included to encourage artificers to drink the random potions they find.

5. So an artificer should be able to BUILD new magic items right? Yeah, but uh I never got around to doing anything with that. So I kicked it down the road for another day. My vague ideas for creating new magic items is cribbed from the mad scientist invention rules from old school Deadlands. An artificer will need to spend a variable amount of time and money plus have the necessary magical resources to craft an item. It won't be the kind of thing they can do on the fly (that's what the Jury-Rigging table is for), it'll be more of a downtime activity.


ARTIFICER JURY-RIGGING

d10

1. Explode:
Oops! The device explodes, dealing damage to everything in the area. (Amount of damage and blast radius determined by the DM, based on the size and power of the device.)

2. Summon:
You've disrupted the arcane energies inside the device, cracking open a rift in reality and letting something weird slither through. The DM will determine what kind of creature appears, but it won't be friendly. (Also the device is ruined.)

3. Melt:
The device melts into a puddle of hot slag, potentially damaging anyone and anything touching it.

4. De-Powered:
Welp, it's ruined. The device no longer has any magical function.

5. Short-Circuit:
A small burst of arcane electricity zaps you for d4 damage.

6-7. Overcharged:
You overclocked it! For the next hour, any hard impact makes the device explode.

8-9. Improved:
Nice! The device now functions better than before. Whatever it did, it now does it better. (DM will determine specifics.)

10. Eureka!
Hell yeah! You've discovered an entirely new function of the device. The DM has the final say on what the new function is but it'll be something good.



Sunday, April 3, 2022

Notes: Some Wizards

POETS OF SILENT CONTEMPT: Wizard order, all members cut out their tongues. Their casting style is all hand gestures & sneers, primarily counterspells & anti-magic. Total dicks.

KAUL PYROMANCERS: Their fire spells burn away other wizards' spells, which they can then cast themselves. Faces are half-fire and they only wear bright orange. 

PRIME ARSONIST: The leader of the Kaul pyromancers. Her hands are made of magic fire, can reach out with them stretchy-style up to thirty feet. Immune to fire/heat, any such spells cast in her presence are boosted. 

BLUE LORE: Wizards of the Blue can leave spell slots empty whenever preparing spells. If a spell cast within (INT yards) of them they can copy that spell and put it in an empty spell slot if it's lower than their level. Blue wizards can only speak in questions or they lose this ability.

HIGH INQUISITIVE: The arch-wizard of the Blue. He has the usual Blue Lore ability, and also has a glass hand with a touch attack: victim must save or replace each prepared spell with a random spell.  

DEMENTAMANCERS: Purple & black cloaked wizards. They drain thoughts & mental/psychic energy to power their spells. They have INT attacks, hallucinations, save or psychosis effects. Their mouths are stitched shut, and they only communicate telepathically & through talking mutant homunculi. Not exactly evil but unwholesome. 

HARBINGER OF THE CLOCKWORK: Bald wizard with blue skin & three arms. He has oracular visions of the extradimensional Clockwork that obsess and compel him. Attempts to convert all visitors to Clockwork worship and/or replace their flesh and viscera with clockwork. 

SPIRE OF THE JUST & RIGHTEOUS LADY: This incredibly tall tower is the seclusium of the JRL. She's trying to become god for research purposes, and collects divine trappings. She's created dozens of false angels as servants. Next step: converting worshipers. 

TEMPLE OF ARCANE RESCUE: The Spacemongers are worldly wizard-clerics. If you pay their subscription fees you get a glass talisman, break it and you're instantly safely teleported to their temple. Price goes up with each use. 

JALIRA'S TOMB: resting place of Jalira, long dead wizard with a weird/annoying sense of humor. The tomb is simple, quiet, no treasure. When you leave you magically switch genders for a week. 

OMNISSIMUS THE STAGGERING: A powerful mad biomancer, super cheerful. Its sanctum is built of stained glass & wood. It creates new life in its garden-laboratory by splicing things into plants & letting them grow. 

THE PUPPET MASTER: Cruel wizard, gets a sample of you then makes a puppet. By using the puppet he control your body & feel your senses (save to counteract for 24 hours). Lives in a mobile fortress on the back of giant puppet war-camel. Vindictive, hedonistic, cowardly. 

THE SWAMP PRINCESS: The wizard of the Salt Swamps. Self-styled royalty, she commands the inbred locals & were-leeches. She wants to flood nearby kingdom and expand her territory. Can summon mosquito swarms & frog demons with her black iron cauldron.

Sunday, March 6, 2022

CLASS: ANTI-PALADIN

ANTI-PALADIN

 


(art by HrvojeBeslic and mindsiphon, both on DeviantArt)

 

HIT DICE: D8

ATTACK BONUS: +1

Anti-Paladins get +1 to Fortitude and Willpower saves.
Anti-Paladins can use all melee weapons and armor.
Anti-Paladins heal d4 hit points whenever they kill a mortal. (1)
Anti-Paladins can make Faith rolls to Command the Undead or Become the Nightmare. (2)
Anti-Paladins get a bonus to their Faith roll when they are committing atrocities, defiling or
desecrating that which is good or righteous, or terrorizing groups of the virtuous or innocent. (3)
Anti-Paladins start with a random Unholy Gift. (4)
Anti-Paladins get -2 to all rolls (except Faith) when they are in direct sunlight. (5)


Command The Undead: The Anti-Paladin can control (level)d6 HD worth of undead or raises (level)d6 HD of corpses as undead. (6)

Be A Nightmare: The Anti-Paladin changes form, becoming a shadowy wraith. Enemies must make a Morale check when they see the Anti-Paladin. The Anti-Paladin is immune to all attacks except magic and silver weapons in this form. The Anti-Paladin also adds their level to damage rolls. The Anti-Paladin can move at double speed and can fit through any opening that smoke or mist could fit through. This form lasts for a number of turns equal to d4 plus their level. (7)


1. This is the fun part of being an anti-paladin. Slaughter mortals, cull the weak and craven, feast on their wretched souls -- classic.

2. This is in the same vein as a paladin's roll. Anti-Paladins have Faith too, it's just in DARK AND TENEBROUS THINGS THAT SCREAM IN THE NIGHT

3. Also like paladins but with evil-ass thematic bonuses. Bonuses from Unholy Relics do apply.

4. Same as clerics and paladins mostly, but instead from the Unholy Gifts list below. I will probably grant more gifts as the anti-paladin levels up.

5. A flavorful disadvantage that is maybe too hindering? Nobody's complained yet.

6. Just like I patterned the paladin on Solars from Exalted, I did anti-paladins like Abyssals from Exalted. Anti-paladins are not undead but they are undead-adjacent and some necromancy powers fit them well.

7. This has been completely overpowered in play and I don't care because it's cool.


Unholy Gifts

 1. Bestial: You can turn into a wolf or snake for one hour a day.
 2. Hypnotic: Charisma goes straight to 18, or 20 if it's already 18.
 3. Nosferatu: You don't sleep, breathe, age, or have a reflection.
 4. Luck of the Devil: You can reroll any natural 1s you roll. If you roll another 1 then you keep that roll.
 5. Relentless: Your maximum hit points are immediately doubled.
 6. Unstoppable: Constitution goes straight to 18, or 20 if it's already 18.
 7. Fanatic: You get +1 to all rolls and your normal speed is doubled.
 8. Terrifying: Strength goes straight to 18, or 20 if it's already 18.
 9. Infernal: you are immune to any damage from fire or lightning.
10. Child of Darkness: You can see in pitch darkness.
11. Vile Blood: You are immune to all diseases & poisons.
12. Mark of Cain: Anyone that damages you in combat takes 1d4 damage.
13. Shadowed: You can turn invisible for (your level) rounds a day.
14. Dark Soul: You get a permanent +2 AC.
15. Arrogance: You can't be magically dominated, charmed or possessed.
16. Exalted: You can reroll any failed roll once a day.
17. Night Stalker: At night, you can fly at your walking speed.
18. Cold-Hearted: You are never afraid, and get an additional +2 to all saves.
19. The Devil's Own: You have damage reduction equal to your Wisdom modifier (minimum 1).
20. Chosen: The next time you die, you come back in 3 rounds, at full hit points.

Wednesday, March 2, 2022

CLASS: PALADIN

PALADIN



(art by Tyler Jacobson and boota)


HIT DICE: D8

ATTACK BONUS: +1

Paladins get +2 to Fortitude saves.

Paladins can use all melee weapons and armor.

Paladins get a bonus to attack and damage rolls equal to their level against undead, demons, and their minions. (1)

Paladins can make a Faith roll to Blaze Like Heaven or Be The Hero. (2)
 

Paladins get a bonus to their Faith roll when they are hopelessly outnumbered, the last man standing, severely wounded, near death, or facing certain doom. (3)

Paladins can call down Divine Intervention. (4)

Paladins start with a random Holy Gift. (5)


Blaze Like Heaven: The Paladin glows brightly, lighting up the area like daylight. Enemies
must make a Morale check when they see the Paladin. The Paladin adds their level to attack and damage rolls and has damage reduction equal to twice their level. This form lasts for d4 plus their level turns. (6)

Be The Hero: The Paladin can perform an impossible feat of strength (lifting, pulling, pushing, jumping). (7)



1. Paladins are God's holy ass-kickers and they smite the unclean like it's their job (because it is). "Their minions" means like demonic cultists or devil-worshipers or a vampire's human servants.

2. This is just like a cleric's Faith roll and the abilities are described below. I haven't set a hard number to roll but it's usually high, 19 or 20 isn't out of the question. The paladin shouldn't be able to just use their Divine Ass-Kicking Powers over every little thing.

3. And anyway they get these sweet-ass thematic bonuses to their Faith roll. With my players these kinds of situations come up all the time. I also let paladins use Holy Relics for Faith bonuses like clerics do.

4. Same as clerics.

5. Also same as clerics, see the Clerics post for the list. I am toying with the idea that paladins get more random Holy Gifts as they level up.

6. This is heavily inspired by Solars from Exalted. The "add level to attack and damage" that the paladin gets against undead etc. now applies to every enemy, and it is a double bonus against undead etc. If the enemies fail their Morale check then they flee or cower or surrender.

7. The idea behind this is like a "Samson knocking down the temple, hurling massive boulders, bend bars / lift gates" kind of thing. I don't know how it plays out in our games because it has never come up so it's probably either too good or not good enough.

 

I don't force paladins to "act good" or anything like that. A paladin is free to be as ruthless and awful as, uh, every other PC. They're just more inclined to be self-righteous about it because when paladins do their murder-hobo thing across the countryside it's IN THE NAME OF GOD. It's not that paladins are "good guys" in our game, it's that they are champions of Law, which is usually confused with Good (in certain lights, if you squint) but is absolutely not the same thing. I haven't covered how we do alignments in our game yet because it's not a super big deal but I will in a later post. 


Wednesday, February 23, 2022

RACE: GNOMES

Gnomes in our games are heavily influenced by two things: David the Gnome and the gnome artwork of Jakub Rozalski.

 GNOMES


 

(art by Pedro Krüger Garcia)
 

 

Gnomes get +1 to CON and +1 to WIS. (1)

Gnomes get +1 to Fortitude and Reflex saves. (1)

Gnomes are Small-sized. (2)

Gnomes get +2 to AC due to their size and quickness. (3)

Gnomes add their level as a bonus to all damage rolls. (4)

Gnomes have a +2 bonus to all climbing and jumping rolls. (5)

Gnomes can talk to wild animals. (6)


1. Gnomes are quick, tough, and wily. You have to be when everything is bigger than you and wants to eat you.
2. Most PC races are Medium or at least Medium enough that it doesn't rate any rules considerations. Gnomes are Small. In game terms that means they have half as many inventory slots as another character with the same Strength (so if the gnome has a STR of 16 she only has 8 slots). In practical terms gnomes have to use equipment that is sized for them, although I have never actually let this be a big problem at the table. Also a Small creature is supposed to get an AC bonus against Large-sized or bigger enemies but, uh, I always forget that.
3. Part of the reason I forget the Small-guy AC bonuses is because this one is baked in for gnomes.
4. This is why gnomes have survived living in a world where they have to worry about getting eaten by feral cats or badgers or owls. Because these little bastards are vicious.
5. I have tinkered with this one for a long time, I settled on a plain +2 for now.
6. Gnomes can speak the language of wild animals (like normal animals, not displacer beasts). This isn't "charm wild animals" or "tame wild animals" but it can help if that's what you're trying to do.
 

Sunday, February 20, 2022

CLASS: BARBARIAN! SMASH! CRUSH! KILL!

 BARBARIAN



 

(art by Maciej Kuciara and D. Alexander Gregory)
 

HIT DICE: D12

ATTACK BONUS: +1 for every turn of combat until the fighting is finished. (1)

Barbarians get +2 to Fortitude saves and +1 to Reflex saves. 

Barbarians can use simple weapons. 

Barbarians add their STR bonus to their AC. (2)

Barbarians deal double damage when they are at half hit points or lower. (3)

They deal triple damage when they are at 1 hit point or lower. (3)

Barbarians are not downed at 0 hit points or lower. (4)

Barbarians get a bonus to climbing, jumping, and swimming rolls equal to their level. (5)

 

1. A barbarian's attack bonus starts at plain old +1. But then! It goes up by 1 every turn of combat. Combat lasts 10 turns? That's a +10 attack bonus. There is no upper limit because THEIR RAGE IS INFINITE. "Until fighting is finished" is a vague term but it should be pretty obvious when combat is over.

2. Base unarmored AC starts at 12 (LotFP-style). So a barbarian's AC is generally between 12 and 15. Good thing they have the biggest hit dice.

3. This plus the increasing attack bonus is how we do "barbarian rage" in our games. Lower than 1 hit point is possible not just because of the next barbarian ability but also because a PC can be at 0 hp and still functioning under specific conditions (see the next bullet).

4. Most PCs are incapacitated at 0 or fewer hit points. The way we do healing and first aid means you can be at 0 hp and still do stuff, but at a -4 penalty. I'll cover all that stuff in another post. For now just know that a barbarian at less than 0 hit points is dying but not all the way dead until they hit "negative Constitution" (so like if their Constitution score is 15 then they are dead-dead at -15 hit points). They also don't get the -4 penalty to actions at 0 or fewer hit points. (I gotta post the death and dying rules so this all makes more sense.)

5. This seems pretty useful and also I don't think it has ever come up. My players never read their own character sheets.

 
 
 

Wednesday, February 16, 2022

ART & SONG & CULTURE & SHIT

Here's more of my scattered ideas. These are pieces of art or songs to sprinkle the game world with. I like art as treasure, it adds to the game in a way that "you find 20 gold pieces" doesn't. I also like to put named songs that "everybody knows" in for color. I have no musical talent so there's no original melodies or anything, mostly we find something on YouTube and waste game time doing bad song parodies.


"THE BALLAD OF THE BLOODY BREWERS": A classic Dwarven drinking song with magical properties. If it's sung heartily by drunk people carrying weapons then everyone that hears the singing becomes drunk too (Will save to resist).

CHORD OF DISHARMONY: A song-spell created by Sabra the Snake. If played on an instrument of ruby & bone, anyone hearing it must save or attack their allies.

“THE FAILURES OF PIETY”: Oil on canvas, depicts a laughing red demon amidst hellfire & burning clergy and paladins. Servants of evil covet it, legend says the owner will have the favor of hell. Owning or obtaining the painting is always associated with trails of bodies, assassins, poison, slaughter -- the usual wages of evil. The painting itself is just a painting & Hell has no taste for art.

“DREAMS OF THE UNDERWORLD”: 11 line poem, overwrought & melodramatic like a moody teenager wrote it. Written long ago by a failed necrosage candidate before she was thrown into the Abyssal Labyrinth. Anti-Paladins reading or hearing it will think it fucking rules & continuously weep black tears for 24 hours afterward, they'll also get +2 to their attack bonus and armor class.

"THE FISTS OF SIR FOWLER": Rollicking pub song ostensibly about a knight that likes to punch people, most of the lyrics are just nonsense words. If sung by someone riding a drunk horse then all who hear the singing must save or begin punching themselves in the face. (This is pretty dumb and I love it.) 

TAPESTRY OF THE BATTLE OF KELVDOK: Beautiful, richly detailed tapestry depicting famous long-ago battle between elves & dwarves. Worth 30000 gold pieces to an art collector, or 7000 if damaged. Any dwarves or elves within that get a good look at it must save or attack nearest elf (for dwarves) or dwarf (for elves) until they're dead or attacker is unconscious. If the enemy species isn't nearby then no obvious effect until they are.

"THE ENIGMA OF SELF": Interactive art piece by long-dead cleric. It's a circular chamber with a polished floor covered in white and purple concentric lines. Clerics & paladins praying here for at least two hours gain +2 to all saves for next 24 hours as long as they (and their player) only refer to themselves in the 3rd person.

“A VISION OF COSMIC HORROR”: Crude sculpture by unknown Slavic artist, depicting an amorphous hairy creature with multiple eyes, mouths, & tongues that are also hands. The first time you view it you get a horrifying vision of your own cosmic insignificance. You get +1 Wisdom and -1 Constitution permanently.


I have no idea who Sabra the Snake is or what exactly you have to do to become a necrosage. I do have house rules for drunk PCs because my players are incorrigible dirtbags so we'll get to those another time.