Picture an enormous
frost-limned isle sitting in a frigid sea. A great frozen pyramid
looms at its heart, rumored path to godhood for those that unravel
its secrets. Its unfathomable magical power radiates over dark
forests, predator-stalked plains, and red sand beaches that give
proof of the island's name.
Blood Island's harsh
and magical environment has warped its native flora and fauna in
nightmarish ways. Each step inland dramatically reduces the chances
of leaving the island alive. Its bays, rivers, and lakes teem with
life and peril. Even the birds shun the skies to avoid the horrors
that lurk in the clouds. It is little wonder that not much beyond the
coastline has actually been explored or mapped.
Yet, Blood Island
tempts the avaricious & practical with a host of natural
resources; lumber, minerals, gems, ore, etc. It lures the adventurous
& power-hungry to its shores with stories of lost magics,
powerful artifacts, and dark mysteries. There is ample evidence of
the inevitable end that befalls those foolhardy enough to attempt
extended plunder of Blood Island; abandoned settlements, untended
desecrated graves, and undead of every sentient species.
Despite The Island's
seemingly unquenchable thirst for mortal blood, new settlements are
attempted every few years. A loose alliance of the six-legged
insect-like Delig, the burrowing mole-like Hoor, and mutated
monstrosities known as the Vali are currently competing for The
Island's riches against Vikings from a nearby island.
The Vikings are
seafaring traders and pirates. They venerate various animal deities
from which their Shaman have gained powerful magics.
About
7 miles from Blood Island is the main Viking island, where players
can buy and sell, get drunk, and otherwise life a lifestyle befitting
Conan after a rich haul.
Scattered
throughout the island's many abandoned temples, ruined wizard towers,
dark dungeons, and horrific forests and caves are the clues that
unravel the mysteries of the Pyramid. The island has been inhabited
and explored many times in many ages in the past few hundred thousand
years. The marks of these explorations dot the island as ruins and
places of horror and mystery. All were here for the same reason---to
gain the power of the Pyramid. None did. In the ruins are clues to
the puzzle. Can you find and decipher them to gain entry to the most
fantastic dungeon of all time?
Ruleset
and Gamestyle Info:
The
game will be run on Google+ Hangouts. I will not have a set time and
day, because I've noticed that most games that start out as
Flailsnails games, eventually evolve into games which are run at the
same time, played by the same people, and once you get a set of
regulars and a couple of substitutes, no one else really get the
chance to play in that world. I want to play it on different days and
times of the week so as to ensure that as many people who want to
play it, can play it. Also, it's really fun when one group does
something that another group has to deal with in a later session.
That to me is a true living breathing setting.
Lamentations
of the Flame Princess (LOTFP) is the base ruleset. You
can downloadthe Grindhouse Edition for free.
Style
of game: Gritty, not Gonzo.
Flailsnails
compatible, all levels welcome.
Note
that you can bring any character you want to Blood Island as long as
it has a basis in some D&D compatible rule set that I can
identify, figure out, and make compatible. Characters that take bits
and pieces from various rulesets to make them cool will be nerfed to
something resembling D&D. You can roll up a character as per
the rules below if you wish to have some sense of belonging to the
place, some small history, level of contacts or knowledge related to
Blood Island, or just because you like what I did with the classes
and want to take it to some other Flailsnails campaigns. If a
Flailsnails character dies here mid-game, and you want to roll up a
new one on the spot, you can create it from any system/setting you
want to. Doesn't have to be based in Blood Island just because you
created it while on Blood Island.
Setting
Style:
Picture
history in the time of the Roman Republic and earlier. Sumeria,
Greece, Carthage, Tyre, Scythia, Babylonians, etc. Their religions
were not ones of good v evil. It was basically protection from "them"
or "it", whoever "them" or "it" was. It
was about survival. Pray to the gods of agriculture for crops,
fertility for propagation of the species, storms for protection from
bad weather, god of the sea for protection on long voyages, war for
victory in battles, etc. There were no gods of good v. evil, no gods
of the little guy v. the big guy. The entire culture of the whole
world, pre-judeo-christian days, was the world as I described it. The
gods/religion define a culture's moral norms. There may have been
individual acts of kindness, but no common morality saying that it is
good to live a life being good to others and helping them.
Pre-christianity,
it was all about greed, conquest, power, might, wealth, and glory.
There was no moral veneer over it. The Romans and every other empire
or tribe would conquer those who had something they wanted, sell the
rest into slavery, and take all their stuff.
And
then there were the 99.9999 % of the people who were the peasants
with no hope. They lived short ugly lives. They were born, they
reproduced (and most of their kids died young), and then they died,
ignorant of most everything around them. They lived or were killed at
the whim of anyone around them with even a little bit more power,
which was basically everyone except for other peasants. Most of them
never traveled more than 10 miles from the hut they were born in. It
took a special sort of person to rise through that culture and
achieve those things without being born into the higher classes.
Those would be the player characters. This was the world the peasants
lived in, and they knew it. It was a harsh life and the peasants
lived it bitterly.
Post-christ,
the world stayed exactly the same, the same stuff happened and
continues to happen, except the peasants thought otherwise, because
they believed the leaders and religions that all of the pursuit of
greed, conquest, power, might, wealth, and glory was actually done
for "good" and against "them", the "evil-ones".
They believed the world was a good place, and that being an ignorant
peasant was a good thing, because they would share the kingdom of
heaven--"blessed are those that eat shit every day, for they
shall eat shit with me in heaven...etc..." It made them feel the
equal to everyone else in the world on some level, a level which was
meaningless in actual living day to day. They still lived and died at
the whim of those more powerful, they still couldn't rise from
nothing to the heights of power (except for very rare exceptions,
which were touted as the norm, to encourage the peasants to keep
working harder), and they were still ignorant of the world around
them.
My
harsh and gritty world is simply the world of pre-christian days, and
also the world as it is today without the glossy veneer of "good"
religion, and government and corporate propaganda.
Good
v. Evil:
My
brother and I had a discussion about the concepts of good and evil in
this campaign. I explained to him that the concepts of good and evil
as motivating forces don’t exist in any meaningful way. Imagine a
world whose entire history has been war in the pursuit of power.
Don’t picture life as you know it in sunny ol’ California.
Picture life having grown up in one of those African countries where
millions are hacked to death with machetes, where women are raped and
their bodies mutilated on a daily basis, where babies are torn from
their mother’s wombs just because one tribe doesn’t want the
other tribe to continue. That’s more like the world everyone lives
in here. The fairy tales tell stories like this. Their history is
made up of this. There has never been a God of Goodness, Peace and
Love. It is and has always been kill or be killed, survival of the
fittest. Even Halflings are more jaded, cynical, and untrusting than
in most settings. If the average level of “goodness and fellowship
among men” on earth as we know it is 6 on a scale of 1-10, in this
setting it is 3 at best. People are in survival mode, fearful, not
trusting of strangers, prejudiced, and suspicious. It’s like a dog
that has been trained to fight in pit fights. Go try to pet one and
see what happens. At best, you have groups banding together for
mutual protection and safety. Trust is hard earned, and comes after a
long period of demonstrated behavior. There is no sense of alignment
balance.
Dovetailing with this was a question about my a recent post, wherein it was asked “If there is no active role of the gods or divine intervention; what is the purpose of the cleric? Who is to counterbalance dark magic and demonic forces?”
That question assumes clerics play a role of good guy against bad guy. The active role of clerics in my setting is to gain power through might, gold, and magic in this world, in order to attract followers for their gods, in order for their god to gain in power, which results in the cleric going up in levels. That’s it. There are no gods of good, nor gods of evil. No gods of death nor gods of light, dawn, and new beginnings. People are like batteries for the gods, the stronger and more powerful they become, the stronger the a god becomes, if that person is a follower of that god. The cleric's role is to be a bigger battery, growing in power to attract more batteries/followers so the god becomes more powerful.
Dovetailing with this was a question about my a recent post, wherein it was asked “If there is no active role of the gods or divine intervention; what is the purpose of the cleric? Who is to counterbalance dark magic and demonic forces?”
That question assumes clerics play a role of good guy against bad guy. The active role of clerics in my setting is to gain power through might, gold, and magic in this world, in order to attract followers for their gods, in order for their god to gain in power, which results in the cleric going up in levels. That’s it. There are no gods of good, nor gods of evil. No gods of death nor gods of light, dawn, and new beginnings. People are like batteries for the gods, the stronger and more powerful they become, the stronger the a god becomes, if that person is a follower of that god. The cleric's role is to be a bigger battery, growing in power to attract more batteries/followers so the god becomes more powerful.
The
clerics act more like the mafia, in that they act as a force of
protection or aid for their followers, while trying to take other
faiths’ territory (followers) and erode their power bases. As long
as the end result is greater glory for their god, the means don’t
really matter except on an individual basis, as to what each cleric
is willing to do in pursuit of power. The religion itself doesn’t
dictate means to an end, it just sets the overall goal. Clerics try
to attack, sabotage, and ultimately conquer other faiths, even at
times other faiths of what were formerly their original pantheon. In
exchange, they give their followers aid and protection against
threats, whether the threats be enemy faiths, evil demons, or the
loanshark looking to collect money on an old debt. Like the
mafia.
Devils, Demons, and the forces of darkness are no different, and very often less of a real threat, than the clan of elves over the hill, the tribe of orcs on the march through your pasture, or the cleric down the street who kidnapped your kid, blamed it on someone else, and “miraculously” rescued him in order to get you to convert to his faith.
Holy water doesn't exist. Any spell with an alignment in its name, like detect good or protection from evil does not exist. There is no balancing of dark magic and demonic forces, because clerics themselves are sources of dark magic and demonic forces. Whatever it takes to get followers.
For example, take the goddess of agriculture. Normally considered in most versions of D&D to be an airy-fairy type goddess, usually peace and goodness, with pseudo-hippies as followers. It’s different in this setting. Imagine you’re cleric of the goddess of agriculture in a small farming village. You’re the main cleric in the village, the serving the god with most everyone in the village as his followers. The cleric wants to protect his god’s power base by way of protecting the followers interests so they don’t leave him in favor of worshiping another god. If the settlement up the river damned the river which provides irrigation water to your followers’ farms, you need to do something about it. If the cleric of the god of agriculture has an amulet to raise the dead, he may sneak into the graveyard of the village up the river, raise the recently deceased members of the village, and let them loose on the village. While dead grandpa is killing his baby grandson in the crib and then feasting upon him, the fighters who work with this cleric will lead a hit squad to assassinate the village elders and village clerical leaders, while the rest of the followers smash the damn, and loot possessions of all those who don’t convert to the faith of the goddess of agriculture. Since her might is obviously superior to the patron god of the village that damned the river, as demonstrated by the death and destruction they just witnessed, it is likely there will be some converts. And the cleric grows in power.
People tend to view others from their own perspective and life's experiences, and expect people to be similar, which is why this approach seems foreign to many. After talking with my friend who survived Haiti under the Duvalier family, and my friend from Serbia/Yugoslavia who survived the perpetual wars there, I know that this way of thinking about and viewing the world would not be foreign to them at all. It is their intuitive way of looking at the world.
Maybe if I didn't call them human, elves, halflings, and dwarves people wouldn't be shocked at the grim outlook, and it wouldn't be a shock to the sensibilities at how these folks in my setting act and view the world. The definition of human is a broad vague concept, depending on your point of view. Chimps share 99% of the same DNA as human beings, but they clearly are not human, right? How much empathy for your fellow human beings do you need to have to be considered human? People would be shocked at how many sociopaths are running around. Most of them are made, not born, but a shocking percentage of people are born 100% sociopathic---meaning they are born lacking any capacity whatsoever for human compassion. They would feel absolutely nothing if they stuck a knife through a their own child's eye. Many of these people end up in jail, but what about the smart ones who know they are different, and realize that because human beings never expect monstrous behavior as the norm from other human beings, they can take advantage of that lack of understanding and work their way to the top? These people end up at the top of the political, military and corporate establishments, where such behavior is rewarded because of the success it gives these establishments.
Definitions and social norms change depending on the time and place people live, as well. Consider the Romans—it was common practice to conquer a land, kill off any person able to fight, and sell the rest into slavery. Slavers followed the army around. They would literally commit near genocide almost everywhere they went. It was common practice, normal, and the slave thing was just another way to make money, not only for the slavers but for the soldiers who joined in hopes of plunder---just just gold, but rape and slaves. Plus, later the soldiers got pieces of the now empty land to settle on as a reward for serving in the legions.
Anyhow, if you want to put into story game terms, I am exploring the theme of greed, ambition and power through an rpg. Which I think is closer to the roots of where rpg's came from than many realize, what with the purge of all of that in second edition with the code of ethics and all that bullshit. Many people have never been exposed to such a game, and for many it is a taboo subject, violating political correctness.
I know the theme is not for everyone, but for me its far more interesting than the cliché and simplistic battle of good v evil.
Devils, Demons, and the forces of darkness are no different, and very often less of a real threat, than the clan of elves over the hill, the tribe of orcs on the march through your pasture, or the cleric down the street who kidnapped your kid, blamed it on someone else, and “miraculously” rescued him in order to get you to convert to his faith.
Holy water doesn't exist. Any spell with an alignment in its name, like detect good or protection from evil does not exist. There is no balancing of dark magic and demonic forces, because clerics themselves are sources of dark magic and demonic forces. Whatever it takes to get followers.
For example, take the goddess of agriculture. Normally considered in most versions of D&D to be an airy-fairy type goddess, usually peace and goodness, with pseudo-hippies as followers. It’s different in this setting. Imagine you’re cleric of the goddess of agriculture in a small farming village. You’re the main cleric in the village, the serving the god with most everyone in the village as his followers. The cleric wants to protect his god’s power base by way of protecting the followers interests so they don’t leave him in favor of worshiping another god. If the settlement up the river damned the river which provides irrigation water to your followers’ farms, you need to do something about it. If the cleric of the god of agriculture has an amulet to raise the dead, he may sneak into the graveyard of the village up the river, raise the recently deceased members of the village, and let them loose on the village. While dead grandpa is killing his baby grandson in the crib and then feasting upon him, the fighters who work with this cleric will lead a hit squad to assassinate the village elders and village clerical leaders, while the rest of the followers smash the damn, and loot possessions of all those who don’t convert to the faith of the goddess of agriculture. Since her might is obviously superior to the patron god of the village that damned the river, as demonstrated by the death and destruction they just witnessed, it is likely there will be some converts. And the cleric grows in power.
People tend to view others from their own perspective and life's experiences, and expect people to be similar, which is why this approach seems foreign to many. After talking with my friend who survived Haiti under the Duvalier family, and my friend from Serbia/Yugoslavia who survived the perpetual wars there, I know that this way of thinking about and viewing the world would not be foreign to them at all. It is their intuitive way of looking at the world.
Maybe if I didn't call them human, elves, halflings, and dwarves people wouldn't be shocked at the grim outlook, and it wouldn't be a shock to the sensibilities at how these folks in my setting act and view the world. The definition of human is a broad vague concept, depending on your point of view. Chimps share 99% of the same DNA as human beings, but they clearly are not human, right? How much empathy for your fellow human beings do you need to have to be considered human? People would be shocked at how many sociopaths are running around. Most of them are made, not born, but a shocking percentage of people are born 100% sociopathic---meaning they are born lacking any capacity whatsoever for human compassion. They would feel absolutely nothing if they stuck a knife through a their own child's eye. Many of these people end up in jail, but what about the smart ones who know they are different, and realize that because human beings never expect monstrous behavior as the norm from other human beings, they can take advantage of that lack of understanding and work their way to the top? These people end up at the top of the political, military and corporate establishments, where such behavior is rewarded because of the success it gives these establishments.
Definitions and social norms change depending on the time and place people live, as well. Consider the Romans—it was common practice to conquer a land, kill off any person able to fight, and sell the rest into slavery. Slavers followed the army around. They would literally commit near genocide almost everywhere they went. It was common practice, normal, and the slave thing was just another way to make money, not only for the slavers but for the soldiers who joined in hopes of plunder---just just gold, but rape and slaves. Plus, later the soldiers got pieces of the now empty land to settle on as a reward for serving in the legions.
Anyhow, if you want to put into story game terms, I am exploring the theme of greed, ambition and power through an rpg. Which I think is closer to the roots of where rpg's came from than many realize, what with the purge of all of that in second edition with the code of ethics and all that bullshit. Many people have never been exposed to such a game, and for many it is a taboo subject, violating political correctness.
I know the theme is not for everyone, but for me its far more interesting than the cliché and simplistic battle of good v evil.
XP
is given for:
Monsters---roughly
100 xp per level of the beast. Additional added for special
abilities, etc.
Treasure---
GP value of treasure actually retrieved to a safe location.
XP
value of the magic items (of which there won't be AD&D
quantities of, sorry.)
Badass
shit you actually pull off and surprise the DM with.
Awesome
roleplaying
Finding
the mysterious whatchamacallit and actually figuring out something
about it in the greater puzzle of the Island.
Character
Generation:
Character
generation = 3d6, arrange the scores how you want. If the sum of your
attribute bonuses is a negative number, you get to re-roll.
Max
HP at first level
Languages as a skill
per the LOTFP book and Char sheet doesn't exist. Number of languages
known is 2 plus your Int. bonus. You can read any language you know
as long as your intelligence score is 6 or higher.
All classes gain one
skill point at 4th level, one at 7th, one at
10th, and one at 12th which they can assign
wherever they want. This is in addition to those points gained by
virtue of class and/or race. They can go into class specific skills
if the player so chooses, like the viking skill or the elven skill.
Classes
and Races:
Humans
and elves are the only allowable races for players generating
characters in this system/setting, except as described below.
Halflings
and Dwarves:
Do not exist in this
setting or under the modified LOTFP ruleset I am using. They can,
however, be brought in from other systems.
Elf:
Use
the Elf class as written in LOTFP, however the spells usable by elves
are actually the Druid spell list in AD&D, including
Unearthed Arcana. They advance in spell use and xp as do Elves in
LOTFP. The skill associated with Elves in LOTFP, searching, actually
is the roll for a whole slew of Elven Skills, including the chance
that elves have to search without having to designate what it is they
are searching for and still find something. All other races are 1 in
6. It also represents the Elven ability to move stealthily through
natural environments without being seen or heard. Lastly, the
numerator represents the damage multiplier with bows elves do to
enemies while in the woods, if they are hidden and moving stealthily,
and have surprise on their opponents. Elves take the same penalties
to moving in stealth while wearing plate as Adventurers. Elves start
with +2 attack bonus to melee weapons, +3 to bows, and gain one more
+1 more at level 5 and +1 more at level 10. Elves cannot use Press,
Defensive Fighting or Parry.
In
this setting, they are actually clannish, and some clans are allied
with the Vikings, and some are allied against the Vikings. The
ones allied with the Vikings fight against their cousins. There
is no sense of Elven superiority, as in most settings. They
ones who ally with the Vikings see themselves as a lesser race than
humans. There are also rumors of a more primitive elven
race on the Island itself who hates their more evolved descendents.
Magic-user:
As per the book,
except that they do not have to be chaotic. Do not progress in
fighting ability. The Summon spell as per LOTFP does not exist as I
don't want one miscast spell to end the time space continuum as we
know it, wiping out all sentient beings from the multiverse. They get
to memorize one bonus spell of each level equal to their intelligence
bonus. In other words, if a magic-user of fifth level has a 13
intelligence, he gets to memorize one more spell of first, second,
and third level than are listed in the character description chart.
They can cast spells in Leather Armor and still have a full set of
adventuring gear on them, of Chain Armor and carrying nothing else
but a spellbook in a backpack and a staff/dagger and spell
components. Starting magic-users roll 4 spells and choose four spells
for their spellbook at first level. Read magic is not a required
spell for a spellbook, as any first level magic-user knows it
innately. Every magic-user whose player is lucky enough to own the
old AD&D Unearthed Arcana book has access to all cantrips in
that book intuitively, and can cast up to four per day.
Spellbooks,
Scrolls, Costs and Maintenance:
Spellbook costs 100
GP.
Spells are hard to
purchase from other mages, but when available, the prices are
approximately as follows:
Costs to buy and
scribe spells into your spellbook: 250 gp for 1st level spells, 500
gp each for second, 1000 gp each for third and so on.
Costs to buy
scrolls: 100 gp per level of the spell squared. 1-100 2-200 3-400
4-800
Costs to scribe
spells found in enemy spellbooks or scrolls: (using the math deduced
from above) 150 gp for first level spells, 300 gp for second level
spells, 700 gp for third level spells and so on
Time to scribe
spells from one thing to your book: 1 day per spell level
SPELL
SPECIAL EFFECTS
In my OD&D
game, spell-casters enjoy the capability to produce minor magical
effects related to the spells they have currently memorized. For
example, a magic user who has fireball memorized might be able to
light his pipe with a small flame from his thumb, or make smoke come
from his ears when annoyed. A sorceress with gust of wind memorized
might have her hair constantly blowing in an otherwise non-existent
breeze. Using a special effect does not cast or use up the spell it
is related to; they're not so much "spells" as they are
tangible evidence that the magic user has a spell memorized. I do not
codify these effects, but rather rely on the players to suggest or
request an effect, which I then approve or deny. While I do not have
a hard-and-fast rule against special effects that have a mechanical
game effect, special effects are always minor, cantrip-like effects.
I like this house-rule for several reasons. First, it adds to the
weird otherworldliness of magic users, and I love weird and fantastic
elements in my D&D game. Second, it gives low-level magic
users something arcane and archetype-supporting to do without using
up their memorized spells or abandoning the concept of Vancian magic.
Third, it's just cool to play a wizard that can make his eyes glow,
or make his smoke rings come out different colors, or whatever. I
know that players enjoy the special effects, and also enjoy trying to
figure out what spells an NPC caster has based upon what his special
effects reveal. The only real danger is allowing effects which are
too potent, which could erode the feel of the Vancian magic system.
It's up to the referee to make that call on a case-by-case basis.
Fighter:
As per the book.
They can do Parry, Press, and Defensive fighting.
Specialist:
As per the book,
except they get the bonus skill points as described in the
introduction above. They must be lightly encumbered, as defined
below under encumbrance, to take full advantage of climbing, stealth,
or sneak attack. If they are heavily encumbered, they perform all of
those abilities at a -2 penalty, and if severely encumbered take a -4
penalty. If the penalty reduces the chance to less than zero, it
automatically fails. They may have to drop heavy items or large bags
or sacks, etc, to perform certain actions, at the DM's discretion.
Specialists progress in fighting ability at 1 point
every 3 levels after first up to tenth level. So at levels 4, 7, and
10 they get one more point to their attack roll. Cannot
do Press, Defensive Fighting or Parry.
The following
abilities are only available to Specialists, not Adventurers:
Specialists add
their level to their saving throws vs. traps.
Specialists who
successfully make a save where the result would be half damage
if they succeed, take no damage. This applies to traps, spells,
magic items, poison, or anything else where there is a save to take
half damage.
Specialists who are fifth level
or higher take half damage if they fail a saving throw where the
result would be half damage if they succeeded. This applies to
traps, spells, magic items, poison, or anything else where there is a
save to take half damage.
Specialists love to tinker with
magic, and as such have a 10% chance per level, up to a max of 90% at
9th level, to use any magic item or cast a spell from a scroll.
The results, if there is a failure, could be dangerous, beneficial,
humorous, or anything in between at the DM's discretion, determined
by a dice roll.
A tenth level
Specialist has a 20% chance to make a saving throw against
anything that normally does not have a saving throw, such as power
word kill, magic missile, etc.
Regarding thieves
and thieves guilds---Guilds don't exist in every city. Thieves guilds
are very rare things. As far as thieves go, you have a few basic
types.
1. Opportunist---he sees something laying around, no one is looking, he takes it. Not his chosen profession. Usually has a job, and the job is the place he may steal from. Dockworker stealing an extra bottle of rum when no one is looking, for example, or something he can sell to buy necessities, or a bit of bling to make himself feel better about his shitty lot in life. He may even feel guilty later. But he usually has a need for cash. Desperate types of poor people fit this mold.
2. Crack-head type:
Has to steal to fill a need---whether food, drugs, gambling, bookie
is chasing him down, etc. Usually a loner.
3. Small-time
crook---loser, lives on the edge of society, does a job here and
there to get by. May have a few friends who do it. Been caught
before, in jail before. Probably will never rehabilitate, as they are
lazy and stupid and good for nothing. Usually blows his money on
cheap women and cheaper booze. Has a big mouth.
4. Struggling
professional crook---takes pride in his job, tries to be better at
stealing. Largely self-taught, lives in fear of getting caught by
both the law and other criminals, as he tries to poach targets others
may be interested in. He has enough talent to encroach on someone's
territory to be noticed.
5. Group of thieves---those who consider that they have a territory, otherwise same as #4 above. By territory, I mean usual targets or types of targets. They may know people from #1,2, or 3 above who help them out. Usually friends from way back, like they grew up together and know each others strengths and weaknesses well, and have a form of loyalty and trust.
6. Good group of thieves--same as #5, but pull off better heists, and have a lot better contacts in both the underworld, and maybe even among the populace and legitimate society.
7. Organized good group of thieves with some pull---Same as #6 but they know a lot more people, and have a lot more pull. May know judges, police, etc who can get them off. Still a very small group though. Damn near impossible to break into groups 5 6 and 7 unless you hang with them a long time, and prove yourself.
8. Pick pockets---self explanatory, run the gamut from bad to good. Usually those without hands are bad, having been caught.
9. Con men--self explanatory.
Low life society
consists of fences, pawn shops, seedy bars, drug dealers, crack
head-type informants, beggars, urchins, seedy bartenders, men who can
be hired for a job---whether to rough someone up or to kill
them.
What all these people have in common with each other is they have a culture, a shared language, a shared background (knew each other for a while), loyalty of a sort in that they have been tested and either talk to the cops, or they don’t, or do talk only when certain situations occur. They also know each other, if not by name then by reputation. They know who is "them" and who is "us." There is no professional brotherhood of thieves or of the underworld. There is just them and us, on all levels of society. And if you aren't one of them, then you're a target, a mark, or a threat. None of which is good for you.
To the extent that you're not one of them, but you look like you can handle yourself, have lots of battle scars, look like a badass, or have either a reputation somehow that they've heard of that intimidates them, or that you remain a mystery enough that they can't quantify of classify you, if you walk into the dock area with any of the characteristics listed above, then you might, just might, walk out alive and not get killed just on the off chance that you might have something on you worth more than 1 copper.
It's not like in AD&D when a thief walks into town, asks the guard at the gate where the thieves guild is, checks in and registers as a wandering thief, and promises to kick in a share of theft to the guild while in town. In your case, a newb and a rube, right off the farm, with no contacts and no connections, they'll think your a cop, or a target/threat/mark.
Which brings me to Specialists in the Grindhouse ruleset. The way Raggie describes them, and the way I also like to look at them, is people with skills useful in various things. There are Indiana Jones types for dungeon crawling, hunter/trappers, tinkerers, thieves, fences, assassins, and many more. All are specialists. How you specialize is determined by the skills you select and what you do with them. Now, for example, having grown up on a farm, your stealth comes from hunting and trapping, your tinkering comes from messing with farm gadgets and game traps, your slight of hand comes from card/coin tricks practiced all night because you're bored shitless and have nothing else to do, etc. That's not to say that you can't easily transfer those skills to some other profession, but their base is on the farm, in this example. In other words, you're not a thief---YET. But you definitely have larcenous tendencies and some skills that might be adaptable.
If you want to pursue that route and develop along those lines, no problem, have at it. If you want to go the Indiana Jones/Tomb Raider route, feel free. You could also be the best hunter and trapper in the land. All are specialist roles. Where you take it is up to you. But I just didn't want you to go into town thinking specialist means thief, and expect them to welcome you with open arms. You'd most likely be killed the first night, dressed like you don't belong, looking right off the farm, with no backup, local contacts, or reputation.
What all these people have in common with each other is they have a culture, a shared language, a shared background (knew each other for a while), loyalty of a sort in that they have been tested and either talk to the cops, or they don’t, or do talk only when certain situations occur. They also know each other, if not by name then by reputation. They know who is "them" and who is "us." There is no professional brotherhood of thieves or of the underworld. There is just them and us, on all levels of society. And if you aren't one of them, then you're a target, a mark, or a threat. None of which is good for you.
To the extent that you're not one of them, but you look like you can handle yourself, have lots of battle scars, look like a badass, or have either a reputation somehow that they've heard of that intimidates them, or that you remain a mystery enough that they can't quantify of classify you, if you walk into the dock area with any of the characteristics listed above, then you might, just might, walk out alive and not get killed just on the off chance that you might have something on you worth more than 1 copper.
It's not like in AD&D when a thief walks into town, asks the guard at the gate where the thieves guild is, checks in and registers as a wandering thief, and promises to kick in a share of theft to the guild while in town. In your case, a newb and a rube, right off the farm, with no contacts and no connections, they'll think your a cop, or a target/threat/mark.
Which brings me to Specialists in the Grindhouse ruleset. The way Raggie describes them, and the way I also like to look at them, is people with skills useful in various things. There are Indiana Jones types for dungeon crawling, hunter/trappers, tinkerers, thieves, fences, assassins, and many more. All are specialists. How you specialize is determined by the skills you select and what you do with them. Now, for example, having grown up on a farm, your stealth comes from hunting and trapping, your tinkering comes from messing with farm gadgets and game traps, your slight of hand comes from card/coin tricks practiced all night because you're bored shitless and have nothing else to do, etc. That's not to say that you can't easily transfer those skills to some other profession, but their base is on the farm, in this example. In other words, you're not a thief---YET. But you definitely have larcenous tendencies and some skills that might be adaptable.
If you want to pursue that route and develop along those lines, no problem, have at it. If you want to go the Indiana Jones/Tomb Raider route, feel free. You could also be the best hunter and trapper in the land. All are specialist roles. Where you take it is up to you. But I just didn't want you to go into town thinking specialist means thief, and expect them to welcome you with open arms. You'd most likely be killed the first night, dressed like you don't belong, looking right off the farm, with no backup, local contacts, or reputation.
The dagger you wear
might be worth more than any two guys have to their name, and those
two guys will likely be waiting outside the inn with a couple wooden
planks to beat the shit out of you, take your dagger and all your
possessions, and roll your body in the river. Picture a white boy
right out of some spoiled rich city going to the worst neighborhood
in the biggest shithole city in Mexico, all alone, dough-faced and
innocent looking, and asking around about wanting to put something on
the black market. That's about how it would turn out...
Special
Playable Classes/Races:
Viking
The Viking is both a
class and a race. Uses the Dwarf description in the LOTFP book. The
only changes are that instead of architecture, the chances represent
the ability to do Viking-like things. Craft ships, swing on or climb
ropes, run faster and jump farther than average humans, withstand
colder than normal temperatures, sail a ship, use stunts or tricks or
other cool shit in ship to ship warfare, drink like a fish, etc. If
you want to do something you've heard of or seen a Viking do in
literature or the movies, roll a Viking check. If you want to do
something that resembles a thing a Viking would do, but is not
clearly a Viking thing, argue its similarity to a viking thing, and
I'll likely let you do it, with a potential penalty depending on
similarity or lack thereof. If it's completetly nuts, there may be a
penalty.
Vikings cannot do
any actions that require a Viking check while more than lightly
encumbered, as described below under encumbrance, or else they are
penalized. If they are heavily encumbered, they perform all of those
abilities at a -2 penalty, and if severely encumbered take a -4
penalty. If the penalty reduces the chance to less than zero, it
automatically fails. They may have to drop heavy items or large bags
or sacks, etc, to perform certain actions, at the DM's discretion.
Vikings also prefer
weapons that let them get up in the face of their foes, like big
axes, over missile weapons. Vikings using missile weapons in combat
are mocked as pussies. They do use missile weapons while hunting for
food, however.
For character
generation for a Viking, roll 3d6, assign the top 3 to Con, Str, and
Dex, in any order, and assign the bottom 3 to the other scores. After
assigning scores, add one more point to Con, one to Dex, and one to
Str.
They progress in
fighting ability by gaining a plus 1 to hit per every other level. +1
at 1st level, +2 at 3rd level, +3 at 5th
level, etc.
It
has been rumored that if a Viking makes two critical hits in a row,
they automatically gain the benefits of “Rage” described below
(they have no choice, they must rage), which only lasts until the end
of the battle, rather than a random number of rounds. They also pass
out for one hour plus 1-100 minutes after combat is over.
Vikings can Press,
but not Defensive Fight or Parry.
Special:
Berserker Viking.
Some players may
want to run a Berserker Viking. Character generation is the same way,
except that you add 2 to each of the physical stats, and deduct 3
from each of the mental stats. They are a throwback to the primitive
days. Max 18, Min 3. They also get the Viking Skills, as per regular
Vikings. And God help the group that has to deal with their special
ability:
Battle Rage:
Once per day per level they can choose to take two rounds to get
themselves into such a fury that they “Rage” during the fight.
During these two rounds they are in combat, fighting normally as a
regular Viking does. After two rounds they get the bonuses due to the
Rage: it adds +2 to AC, to Hit rolls, to Saves, and 10 to temporary
HP. Thing is, they don't come out of it for a number of rounds equal
to their Con score, regardless of how long the fight lasts (the
countdown starting from the first round of combat). At that point,
they pass out for one hour plus 1-100 minutes. Up until that point,
they attack stuff, even friends, once there are no more enemies to
fight or they die. Think The Hulk on a mad rampage. Berserker Vikings
generally wear the heaviest armor available and don't bother with too
many Viking stunts.
Adventurer:
This is a
combination of most of the abilities of the Specialist and the
Fighter class in LOTFP. It's like a fighter/thief multiclass.
Distinctions and exceptions are given under each specific class, as
well as under this class description below. One exception is
that Adventurers gain a +1 to attack at 1st and 2nd
level, and not 3rd, than at 4th and 5th,
but not 6th, etc. Adventurers are on one hand
looked down upon by the Vikings for lack of physical manliness, and
on the other hand respected for their skills and bravery. Adventurers
get d8 for hp, and get to pick the better saving throw of the two classes
for each category for each level. They use the same XP chart as the Magic-User.
They must be lightly encumbered, as defined below under encumbrance,
to take full advantage of climbing, stealth, or sneak attack. If they
are heavily encumbered, they perform all of those abilities at a -2
penalty, and if severely encumbered take a -4 penalty. If the penalty
reduces the chance to less than zero, it automatically fails. They
may have to drop heavy items or large bags or sacks, etc, to perform
certain actions, at the DM's discretion. Cannot do Press, Defensive
Fighting or Parry.
Cleric:
Called Shaman in this
setting.
They have the
clerical spell casting abilities, and they also possess the abilities
listed below, with more to be developed by the DM at higher levels.
Note that a Shaman cannot turn undead, and holy water is unavailable
in this setting, unless brought in by other outsiders.
Spells can be cast
on anyone, whether they follow the faith of the Shaman or not, as
opposed to the special Abilities and Rituals, described below. Shaman
have to memorize spells as per the rules in LOTFP, but they can
convert any spell to a Cure spell of the same level on the spot
without prior memorization. In other words, the Shaman does not have
have to ever memorize a cure light wounds, for example. He loses the
spell he converted from by using it as a cure light wounds. They get
to memorize one bonus spell of each level equal to their intelligence
bonus. In other words, if a Shaman of fifth level has a 13 Wisdom, he
gets to memorize one more spell of first, second, and third level
than are listed in the character description chart.
Shamans
using the reverse of Cure spells (Cause Light Wounds, etc.) to harm
an enemy can channel that spell through their weapon. If they hit at
AC of 12, the spell goes off, no saving throw. In order to do damage
with the weapon, however, they still need to land a normal melee
attack. Harm spells do not have to be memorized ahead of time, as per
the Cure spells above.
There are three
classes of Shaman, those of the Winter Wolf, the Polar Bear, of the
Ice Cat. Their abilities are the same, regardless which animal spirit
they worship.
Same
progression, tables, etc. as cleric in LOTFP. However, they progress
in fighting ability at 1 point every 3 levels after first up to tenth
level. So at levels 4, 7, and 10 they get one more point to their
attack roll. They can wear any armor or use any weapon, but preferred
weapons are claws fashioned to look like the claws of their animal.
These claws do 1-4 damage, and the Shaman gets 2 attacks per round
with these weapons only. They must be fashioned by the user, and must
use real bone/teeth/claws from the animal they worship. These can be
taken from a dead creature of its type.
Abilities
can only be used on members of the clan who devoutly worship the
spirit of the Shaman, or who have performed a great service already
in furtherance of the animal spirit the clan worships. Ask the DM in
advance how many times an ability can be used on him, depending on
the service rendered.
Level
one ability: Growl once a day with the voice of their
spirit creature, which adds 1 point to hp, ac, morale, and saves to
all allies who worship the same creature within 200 feet for ten
minutes. Also has the same effect to the detriment of all enemies.
Can do this once per day per level.
Level
two ability: Summon Spirit: Can instantly summon the
spirit of their animal into their soul and be able to fight at
negative hp until death at -8. Regardless, after 15 minutes, if the
caster is at less than 0 hp, they pass out and/or die, as per the the
LOTFP rules. Best to heal thyself before it wears out. Any attacks
when infused with the spirit of the animal count as divine/magical.
Level
three ability: Heal Chant: Can heal 1-6 hp dmg by infusing
the spirit of their animal to any clansmen once per day per clansmen,
for a total number of times per day per shaman equal to their level
as shaman. Requires a touch and 5 minutes of prayer and song.
More
abilities to come as you level up.
Rituals
are only able to be used on members of the clan who devoutly worship
the spirit of the Shaman, or who have already performed very
great services in furtherance of the interests of the
clan who worships that animal spirit. They must take place in a holy
sweat lodge. These first three riutuals are able to be performed by a
first level Shaman.
Ritual
of Purification: Takes place in a sweat lodge. All in the lodge
who chant/sing/meditate for at least 4 hours are healed of half the
damage they are down, as well as gain a clarity of mind that affords
them 1 additional hp and ac point which lasts until their next
night's sleep, but in any case typically no more than 24 hours.
Ritual
of Blood: Requires the rare blood of your tribal animal, at least
a pint, and for the ritual of purification to first take place. All
who drink a sip of the blood are able to extend the benefits of the
Ritual of Purification to 3 days, and gain full hp back. Requires 4
additional hours of time for it to take place. It is also rumored to
extend other rituals, but you are not sure of that.
Ritual
of Visions: A shaman can go into a trance, anywhere, taking up to
fifteen minutes to go into said trance, and ask the animal spirit a
question. Sometimes he will get an answer, sometimes he will receive
a vision, sometimes his personal vision will range out over the land
as if he inhabited the body of his animal and he will see/hear/smell
the thing he has a question about. Result is determined by a factor
of how well he does on a wisdom check, modified by his level. Can be
performed once per day per level of the shaman.
Rituals
that a third level Shaman can perform:
Ritual
of Blood-Brotherhood: Shaman can shed his own blood on the wound
of a clan companion, to heal the companion of his wounds at the rate
of 1 hp worth of the shaman's blood for 1-4 hp of healing to that
companion. Shaman is able to determine how many hp worth of blood he
will shed before he sheds it. He can do this as often as he wants,
with the obvious limit being death if taken too far.
Ritual
of Infusion: After one hour of chanting and meditation, the
spirit of your god infuses you, doubling your hp, adding 4 to your
ac, and adding 4 to your strength, con, and dex for one day. This can
be performed once per week, and only on yourself. Note that if
enemies of your clan are not killed by your own hands after being
infused with the animalistic powers of your god, you cannot perform
this ritual for 6 months. If you kill a number of enemies equal to
your level while under the effect of the Ritual, then your nearest
companions of your clan (equal in number to your level) are instantly
given your ability, and spring shadow claws which do damage equal to
your own. They must fight with these claws, dropping their weapon on
the ground, they instantly go into a Battle Rage (which ends when the
Shaman wants it to end, no rest penalties), and their Morale is
BLOOD.
Non-Player
Character Classes and Special Hirelings:
Standard Henchman
Proficient with chain or lesser armor, and all weapons. Basically
adventurers in training. 6 HP. Take a half share of xp, and whatever
gold their patrons are willing to share with them. Need 2000 xp to
progress to first level Adventurers, 1000 xp to progress to first
level fighters or specialists.
Special
Craftspeople:
The next several
classes, the Apothecary, Witch/Warlock, Herbalist, Alchemist,
Monstrositeer, all use the Halfling table for progression. They are
generally not combatants, are proficient in basic stuff like dagger,
staff, sling, club, etc., have +0 as an attack bonus, and try like
hell to stay out of combat, so their good saving throws help in that
regard. They have several things in common.
First, the skill
labeled Bushcraft actually represents their skill at their craft.
Each of these classes uses that roll/check for the following things:
1 Try to identify
ingredients useful for their craft.
2 Try to harvest
said ingredients so as to collect the vital essences.
3 Use those
ingredients containing the vital essences into some sort of recipe.
Each of these
actions requires a roll against what is called the Bushcraft skill in
the LOTFP book, which I will call Craftskill from here on out.
Vital Essences:
not just any leaf from of a birch tree is usable by an herbalist in
creating their concoctions. Only certain leaves contain the vital
essences necessary for proper use in concocting a formula or recipe.
This same rule applies to the other classes. Only those who are of
the proper class have a chance of identifying which part of the leaf,
root, rock, mineral, monster part, etc. contains the required vital
essence. It's an intuitive thing, one that cannot be taught. Which
part of the tree holds the vital essence for one herbalist is
different for the next herbalist. It's all about how it is attuned to
each particular craftsperson. A vibrational harmonic resonance sort
of thing. Therefore, one herbalist can't swap shit with another
herbalist.
It is not my intent
to have players and characters have to keep track of what ingredient
has which effect, nor to make adventurers into gatherers of boring
shit, nor to make an economic opportunity for pc's for these things.
Where's the fun in that? Did the Grey Mouser or Conan ever have to do
such boring crap? Therefore, only craftspeople can identify and
gather these materials properly, and they must be gathered in the
wild, in their natural state, untouched by other hands.
These classes like
to tag along with adventurers due to the potential for gathering
untouched raw materials these crafting classes need to do their jobs.
Each crafting class
gives the party benefits, as described below, if they are “along
for the ride.” They also hinder the class in some ways, due to
identification and harvesting taking time. However, helping a
craftsman progress in his trade certainly has its rewards, in terms
of the craftsman being able to make certain items, potions, charms,
droughts, unguents, oils, etc for the individuals in the party.
Recipes aren't
written down by these classes, as what works for one person may not
work the same way for another. Each thing created by a craftsperson
uses a bit of the craftsperson's own essence, will, vibrational
level, and soul/spirit, which is mixed with the items of their craft,
as well as a bit of the recipient's own essence, will, vibrational
level, and soul/spirit, usually by way of blood or skin or hair, to
create a unique item crafted to that person. In other words, you
don't go to an herbalist shop and pick up a flask of herbal healing.
It doesn't work that way. The herbalist would have to make one
specifically for you. Same for all the other professions.
Each of the classes
has a travel kit to help them in their identification, gathering,
storing of what was gathered, and for on the spot fixes. They can
wear no more than leather armor, as it interferes with their precise
movements required for gathering and dissection, and they are very
unfamiliar with armor, as they are not trained combatants.
Most
importantly: Craftspeople only join up with proven
experienced adventuring parties who keep their henchmen, hirelings,
torchbearers, wardogs, mules, trap testing chickens, etc. alive. If
yours is a callous group that uses hirelings as cannon fodder, forget
about it, they will do extensive research on you and find that out,
and will refuse to go. They are in high demand by adventurers, so any
weird behavior, like a charmed craftsperson going with a party they
normally would never join, will be investigated by other
craftspeople, their guilds, and other adventurers who want to get on
the craftspeoples good side. Most established craftspeople have
patrons or adventuring groups they work with already, and a long
history of working with that patron or adventuring group, and don't
swap out one patron for another on a whim. Adventuring groups usually
find it works best to establish a relationship with a craftsperson
early on in their careers, donate money to set them up in their shop
(as it takes expensive shops to carry out all of their experiments),
and keep them alive and loyal by whatever means possible.
At the same time,
deaths are expected, a part of the adventuring life. Craftspeople
know this. If a pattern of heavy npc deaths vs. pc deaths develops,
and/or the payers get a reputation for callousness, then it will be
noted. If the players go to heroic lengths to keep their people
alive, regardless of the outcome, this will also be noted. The DM
will keep a rough “reputation” score as to npc treatment and
rewards. Rewards, what you give and pay the npc's in your employ, can
go a long way towards erasing bad reputations, in a “yeah, it may
be dangerous, but if you survive they reward you well,” sort of
way.
Herbalist:
Herbalists
make potions, powders, oils and ointments out of the vital essences
gained by combining various vegetative parts together in certain
ways.
Once
per mile traveled in nature, meaning at least 5 miles away from any
form of settlement, herbalists make a check to see if they can
identify a tree or plant with some bit of the vital essence needed
for their craft. Each successful roll at identification gives them 50
xp.
It
will take 30 minutes to gather that part of the vegetation to store
it properly for travel. Great opportunity for random monster checks,
huh?
For
each bit of essence gathered, the herbalist gets 100 xp.
Herbalists
benefit parties because they can spend 20 minutes mixing up and
cooking an herbal tea infusion that must be consumed on the spot.
This wipes out fatigue, heals 1 hp for every 2 levels of the
Herbalist, and gives a general overall good feeling. A character can
only benefit from this tea once per day. Also, it's good for bowel
movements.
Additionally,
herbalists can identify poisonous or sentient vegetation at a glance,
and at higher levels it is rumored they can even speak with plants.
Herbalists can also identify drinkable water by holding their hand
over it and meditating for one minute.
Alchemist:
Alchemists
mix mineral or crystal ingredients with extreme temperatures to form
compounds which may have benefits.
Once
per mile traveled in nature, Alchemists make a check to see if they
can identify a rock or crystal with some bit of the vital essence
needed for their craft. Each successful roll at identification gives
them 50 xp. Their chances of finding said rocks or minerals increase
while underground in natural caves by 1 in 6.
It
will take 30 minutes to gather that part of the rock or crystal to
store it properly for travel. Great opportunity for random monster
checks, huh?
For
each bit of essence gathered, the Alchemist gets 100 xp.
Alchemists
benefit parties because they have:
Glow
sticks that last 8 hours, shed light like a torch.
Matches
that light underwater.
Smoke
grenades.
Rocks
that when thrown onto the ground explode in light and sound and may
stun all within 5 feet.
Note
that they jealously guard these things, and won't sell them or give
them up, for fear they won't be taken on adventures anymore. Thus
they always carry a couple of compounds on them used to activate
these items at the last minute, and are very secretive as to what
those compounds are, or how activation works.
Monstrositeer:
Monstrositeers
scavenge body parts off of monstrosities in order to enhance the
formulaes of Alchemists, Witches, Herbalists, and Apothecaries. They
work closely with one particular craftsperson, in order to maximize
their effect. They are a combination research assistant and
specialist in their own right. Those that generalize to help multiple
types of craftspeople are less effective than those who specialize.
They
have lots of knowledge of the habitat and ecology of weird creatures.
For them, the craft skill roll is also a chance to impart such useful
info to the party about the foe they are up against. For example,
they may know that certain creatures are herbivores, nocturnal, etc.
If the Monstrositeer has dissected such a creature before, the chance
is as per listed for his level. If he has never actually dissected
that creature, then it is made at a -2 penalty.
A
Monstrositeer gains 150 xp for each creature dissected. Dissection
and harvesting the vital components is one action, requires one skill
roll, and takes 3 hours, whether it is successful or not. It must be
performed within 1 hour of the monster's death. A Monstrositeer
generally cannot carry the compounds to preserve and store and carry
the vital essences from more than five creatures at a time.
It's
important to keep track of the monsters your Monstrositeer has
dissected and taken bits and pieces from, because they can use that
knowledge gained to identify weaknesses in creatures of the same
exact species. In other words, once a Monstrositeer has dissected a
Ghoul, if he sees another Ghoul, he can shout out to other fighting
members of the party the weak points of another ghoul, after
observing it in combat for 1 round. This in effect gives the pc's of
the party +2 to hit that particular creature. Every creature will
have a different weakness, so what was a weakness in one ghoul may
not be a weakness in another. The Monstrositeer would have to observe
each in a fight to see what their individual weaknesses are. Of
course, that means he must be within sight of combat, yelling out
suggestions like “Hit him in the thigh!” and close enough to see
details, which may make him a potential target.
Witch
or Warlock:
Uses
the body parts of regular non-monstrous animals as well as components
scavenged from the vegetable world, mixed with the essence of an
other-worldly creature (who demands favors in return) through some
ritual to create substances, tokens, charms, hexes, curses, etc. that
affect the world and people in it in some way.
The
favors demanded of the witch vary depending on the nature of the
creature the witch draws power from. The nature of the creature
determines what the witch will be able to do. Aggressive or demonic
creatures will work with a witch in some way to create items
different in style than a witch who works with a more benevolent
creature. Also, due to the infusion of otherworldly energy, the items
created tend to be more powerful than what an herbalist can make, for
example. But there is always a cost. Sometimes it is taken from the
witch, sometimes from the beneficiary, sometimes from the victim, or
some combination of the three.
They
gain xp the same way herbalists do.
A
witch benefits a party because she can take body parts off of freshly
killed opponents (no more than 8 hours dead) of a type that the party
is currently facing, and hex curse those creatures within sight and
hearing distance, with the effect of causing -2 to the monster's
attacks, saves and ac.
Apothecary:
Apothecaries
combine vegetative and alchemical ingredients for healing purposes.
They gain xp the same as alchemists and herbalists do. All of their
efforts are focused on healing. They mix their own life essence with
that of the compounds, at the cost of draining their own life force
in hp, or some ability score penalty. As such, their healing power is
considerably more effective than herbalists, but more limited due to
draining themselves of their vital life essence.
They
benefit the party because they can “lay on hands” once per party
member per day and heal 3 hp of damage after 10 minutes of
concentration per party member. They lose 1 hp for each 10 hp healed,
and cannot lay hands on themselves. This is a form of “Reiki”,
drawing upon the forces associated with Universal Life Energy, rather
than the divine forces that Shamans use, or the nature based
purifying and healing mixtures the Herbalist uses.
The
things the experienced craftspeople can actually make for you are for
you to discover in gameplay. They will be awesome though. Big time
long lasting buffs, hexes, curses, charms, potions, salves, etc. You
just have to get the craftspeople to a high enough level to be able
to create such items, and help them in the financing of their
laboratories for their experimentation. It's a patronage system, and
sort of like an investment, that will pay dividends over time. The
real benefit of these classes comes outside combat, where they can
make you special objects that will last a certain period of time and
give neat and unique benefits to you and your group.
Gear/Encumbrance:
Encumbrance: I don't
care that much what you carry, as long as it makes sense. No one can
carry 40 quivers of arrows, 500 feet of rope, and wear a suit of
plate while carrying 2 backups, that sort of thing. You don't need to
keep track of rations and arrows. You do need to keep track of
special stuff like magic arrows, bullets, shells, vials of holy
water, acid, oil, etc.
It is assumed that
you are geared up like a regular adventurer for the following
encumbrance/movement calculations:
Unencumbered=
Leather armor or less plus regular gear.
Lightly Encumbered =
Chain armor plus regular gear, or Leather plus regular gear plus a
big haul of shit.
Heavily Encumbered =
Plate armor plus regular gear, or Chain plus regular gear plus a big
haul of shit.
Severely encumbered
= Plate plus regular gear plus a big haul of shit.
Money: Convert all
things listed in the LOTFP book from silver to gold.
1 gp = 20 sp = 100
cp. Common in the setting.
Electrum = 1/2 gp.
Platinum = 5 gp. Rare in the setting.
Starting
Gear: You get to pick whatever you want for weapons and armor,
except for plate, and whatever normal adventuring gear you can carry,
including a few flasks of oil and acid. Holy Water not
available. This assumes you share all info with the Viking
Guild of Blood Island's Mysteries, who are the ones equipping you.
They also ask for first dibs on buying anything unusual or weird that
you discover. Otherwise, starting gear is as per LOTFP.
Combat:
Beware,
shooting missile weapons into melee combat will give a 50% flat
chance to hit your own party members.
Group initiative on
a d6. No modifiers. Players decide within a reasonable time who does
what, and when.
Players who are
casting spells must declare the spell they are casting before
initiative is rolled. If you are hit before your turn in combat and
take any damage, you lose the spell.
Players who wield
two weapons simply gain +1 to attack. No fancy dex calculations go
into it, no ambidexterity rules, penalties, or any of that crap.
Shamans who wield two claws do not get +1 to attack. See below for
rules on guns.
Players who wield 2
handed weapons add +1 to damage.
Natural
20 = character has a choice, to be made before he rolls the damage
die:
1
Double the damage die roll
2
Roll 2 of the damage die
3
Max the damage die
Natural
1 = character has a choice:
1
Lose next melee round
2
Choose to have the attack against yourself, roll another d20 to see
if you hit yourself, and if so roll damage, but you can still attack
the next melee round.
Guns:
You cannot buy guns
in this setting. For those that bring them into the setting, the will
be converted to one of the following categories of gun below. Don't
look for any rhyme or reason based in the reality of guns for any of
these rules. They are purely so that people with guns don't outshine
people armed with traditional medieval weapons in a medieval based
setting.
(I'm adopting a
variation of the Wampus Country gun rules, and liberally copying his
language where needed, since I don't know shit about guns in real
life---thanks Erik Jensen!)
1) If you're a gun aficionado, that's great, feel free to describe things about your character's weapons as we play. I don't want to hear a bunch of "tut-tut" about weapon realism, though, any more than I'd want you to question why there are goddamn owlbears. The firearm inspirations are a mishmash of 18th-19th century just like everything else, so if we have a Kentucky Rifle in the same party as a Colt Dragoon, nobody cares, go kill something together. I don't want repeating rifles, machine guns, automatic weapons, etc. Plus, I don't want to have gun users outweigh sword and bow users in a medieval based setting. Next thing you know, everyone hits Dust before hitting Blood Island to stock up like Neo from the Matrix before he goes to rescue Morpheus.
2) Since we're using LOTFP and implementing no weapon specialization hoo-ha, I'm going to go ahead and say that every class can use firearms. The great equalizer - til you run out of rounds, I suppose.
3) Precise range increments are for bean-counters. Have faith that I will let you know what's in range and what's not, what's just at the edge of your range, etc. Rifles have roughly double the range of shotguns.
Pistol dmg 1d4, 2 shots per round. 1 round per 2 bullets to reload. Two gun wielders are penalized at -2 to each attack.
1) If you're a gun aficionado, that's great, feel free to describe things about your character's weapons as we play. I don't want to hear a bunch of "tut-tut" about weapon realism, though, any more than I'd want you to question why there are goddamn owlbears. The firearm inspirations are a mishmash of 18th-19th century just like everything else, so if we have a Kentucky Rifle in the same party as a Colt Dragoon, nobody cares, go kill something together. I don't want repeating rifles, machine guns, automatic weapons, etc. Plus, I don't want to have gun users outweigh sword and bow users in a medieval based setting. Next thing you know, everyone hits Dust before hitting Blood Island to stock up like Neo from the Matrix before he goes to rescue Morpheus.
2) Since we're using LOTFP and implementing no weapon specialization hoo-ha, I'm going to go ahead and say that every class can use firearms. The great equalizer - til you run out of rounds, I suppose.
3) Precise range increments are for bean-counters. Have faith that I will let you know what's in range and what's not, what's just at the edge of your range, etc. Rifles have roughly double the range of shotguns.
Pistol dmg 1d4, 2 shots per round. 1 round per 2 bullets to reload. Two gun wielders are penalized at -2 to each attack.
Rifle dmg 1d8, 1
shot per round. 1 round per 2 bullets to reload.
Shotgun dmg 1d6, 1
shot per round, 1 round per shell to reload.
Double barreled
shotgun, 1d4+1 each barrel, 2 rounds to reload both barrels.
Guns, similar to
heavy crossbows in LOTFP, ignore 5 points of AC that is not magical
in nature---i.e. natural tough skin or armor.
Due to weird
energies on Blood Island, if the wielder of a gun rolls a natural 1
for his attack, the gun is jammed for 3 plus 1d4 rounds.
More powerful
weapons, like laser guns, howitzers, pulse grenades, and other such
things will be heavily nerfed. Please let me know in advance what you
have. They likely will magically transformed into something like a
bow or a shotgun though, at your choice, during your stay on Blood
Island.
The gun rules seem
kind of harsh, I know, but to me D&D is a medieval based
game. Flailsnails is great, but I've found the presence of guns skews
the game into something I don't like as much as traditional medieval
weaponry. I could always do the old “guns don't work here” rule,
but that wouldn't let people play the characters they enjoy and have
developed over these many months of Flailsnails campaigns. At the
same time, I want a way to allow for guns, that doesn't make a guy
with a sword and bow feel useless. I'm just trying to get it in
balance, where gun users don't overpower sword and bow users, no
matter how unrealistic the rules sound. If I wanted to play C&D,
Cowboys & Dragons, I'd play that game specifically.
Spells:
The Summon spell
from LOTFP doesn't exist. Teleport type spells act weirdly.
Note that flying
over Blood Island is wildly dangerous for various reasons. Whether
its demonic air elementals, razor beaked predator birds, or something
else, it usually ends badly for the flier. Even shapeshifting-based
flying has dire consequences, it seems. Also, Teleporting seems to be
a bit riskier too. You have been forewarned. :)
Other:
Magic
items are very rare. There is no market for them, due to their
scarcity. No magic stores, or friendly wizard guilds willing to take
them off your hands.
Thieves
guilds don't exist.
Magic
item creation is longer and harder than in the rules. Multiply by two
to ten the number of days and the cost, depending on the item, and
expect a quest for at least one rare component. Finding grimoirs
detailing how to make a certain item makes it much cheaper/less time.
Doing it a second time is much cheaper/less time than the first.
Monsters
vary within a certain range as to their toughness and abilities.
There are no cookie-cutter zombies, for example. Some have more hp
than others, some have odd abilities. However, you won't find a 30th
level zombie, nor a 1st level red dragon. They only
fluctuate within a limited bandwidth.
Searching is assumed
at the standard movement rates. DM rolls a d6. You find something on
a 1. Special searching above and beyond that takes more time, must be
described, and may trigger a random monster encounter due to extra
time and noise involved.
Protection
from/detect good/evil does not exist, as alignments do not exist.
These spells become protection/detect others actively hostile to me
or mine.










5 comments:
you seen that book of skull island that had all the concept art for King Kong?
Its basically nothing but horrible animals.
Could be of use.
I love these house rules on people that will do stuff with all those weird monster trophies you bring back btw
Any chance you might throw this all into a PDF for easy reference?
Also, depending on when you run it, I'd like to take a crack at it. I have a fighter who might make the grade, but I'd rather just roll up a first level adventurer. That looks like a fun class.
Thanks Scrap. I figure that's the most innovative thing about it.
Edgar, I'll advertise it on G+ when I run it. It will be random days, so as to get as many people playing in it as I can.
I don't have a program to put it iinto a pdf...plus, I've noticed I'm never truly done tinkering with it. Every time I look at it I change a thing or two. I'm forever fine tuning. Once I run it for the first time, it will be set in stone though, so maybe then, if I can find a pdf converter thing.
I think I like adventurers the best too. :)
Converting things to PDFs is easy. Open Office / Libre Office can do it (and I know you have those). Let me know if you want a hand with that when it's time.
Hi, I wandered over from the ConstantCon. If you're still looking for players, I would love to join your game. You can email me at rabenstrange at gmail. Thanks.
-Matt
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