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Posts Tagged ‘blog atoz april’

Zombies!

30 Apr

Last post for the A to Z Challenge.

Couldn’t think of anything better, so this post is a bunch of variants for zombies, based within the ACKS rules.

Zombies! Zombies! Zombies!

Your basic zombie, in ACKS and most other clones, has these statistics:

AC 1, Move 60’ (20’), HD 2, #AT 1 (claw), Dmg 1d8, SV F1, ML n/a, AL C, XP 29; undead immunities, always attack last; ACKS page 203.

Below are some variants, using the above as the base, with the new XP value listed too.

Drowned Zombies

Zombies of drowned corpses, bloated and welling with excess water, rotting fish and sea-life, these hulking creatures are immune to fire, and emit a foul stench, so much so that all that come into close combat must make a save versus poison or be sickened and suffer a -2 to Attack Throws and Armour Class for 1d10 rounds. XP value: 47.

Frenzy Zombies

These zombies are not your normal, slow-moving undead. They are swift and savage. They do not attack last, in fact they gain a +1 to Initiative due to their ferocity and move at a rate of 120′ (40′). XP value: 38.

Oiled Zombies

Favourites of Goblin Shamans and Clerics, these ordinary looking zombies are doused with military oil. If set alight, which takes but a spark, their attacks inflict and extra 1d6 fire damage and if a save versus breath fails the victim is set alight. The downside is that after a turn the zombie is incinerated. XP value: 47.

Plague Zombies

The animated corpses of plague victims, the very touch of these zombies can mean lingering death. Any time a character is wounded by such a zombie, they must save versus poison & death or catch the plague, or some other disease. XP value: 38.

Rot Grub Zombies

Nasty trapped zombies, these are infested with 5d4 Rot Grubs, which attack after a zombie wounds an opponent. XP value: 38 plus the Rot Grubs.


And that concludes the A to Z Challenge. Didn’t turn out as well as I’d hoped, but never mind.

Coming next: session reports on the Against the Giants campaign; some comments on playing Apocalypse World with dear Uncle Ronnie; and design notes on the City of Bones, which is progressing nicely.

Have a good day. Ta ta for now.

Simon.

 
 

Yalena, Goddess of Light

28 Apr

Part of the A to Z Challenge.

Yalena: Goddess of Light

Religion:

The Church of the Sun, Moon and Star worships light in all its forms, and are devoted to rooting out evil, fighting the darkness, tending to the sick and injured, and spreading joy to the masses. One of the genuinely ‘good’ religions of the city. Believed to have originated from the Southern Kingdoms, before they fell.

Deity: Yalena, Goddess of the Sun, Moon, and Stars

Represented as a beautiful woman with youthful looks, sun-kissed blond hair, and glowing skin that is almost golden. Also depicted as a silver version, representing her moon aspect. She is often shown in golden chain mail, wielding a mace with a star or sun burst head.

Her Holy Symbols are a sun or star-burst, or a full moon;  gold, silver or polished copper and bronze. Her clergy wear them openly and with pride.

Following:

A popular goddess amongst the city dwellers, as she is said to control the sun, moon and stars, which provide light and sustenance to the world. Healers offer prayers to her when tending to the sick, farmers when they are harvesting or planting crops, and anyone delving into darkness will often utter a prayer for her guiding light.

She has a devoted sect of paladins and cleric who are dedicated to fighting evil in all its forms, and a vast majority of these are adventurers delving into the unknown.

Organisation:

Her Clerics respect experience, age and wisdom, and the eldest amongst them are normally the patriarchs of the churches. They run the church with a council of such elders, the oldest acting as chairman and having the final say.

Although mostly concerned with healing, guidance, and tending the land, there is a militant aspect to the church and many clerics and paladins embark on missions to confront evil dictators, clear out dungeons and ruins where there is evil, and assist rulers in fighting battles they believe are for the greater good.

Clergy:

Anyone wishing to join the church must undertake an interview, where the applicant is detected for evil and asked questions as to their wants and needs. Only those of Lawful or Neutral alignments are admitted, so long as they have the kind hearts that the clergy are looking for. New applicants must undertake a year of study and charitable work before being ordained as clerics (essentially, Level 1 Clerics).

Advancement is by experience and proving their worth, wisdom, and making a difference in the wider world. The council decide who advances on a yearly basis, during their festival at Mid-Summer.

Clerical Duties:

The clergy are expected to help the needy, heal the sick, fight evil in all its forms, and guide others on to the path of light. They are meant to give donations to charities, or help out in some other way whenever possible.

Powers Granted:

The clergy of the Light have all the normal and typical powers of a Cleric.

Taboos and Bans:

Clerics and Paladins must always carry some form of light with them, and in the darkness they must always illuminate it. They must never pass by someone in need, nor refuse to help someone who asks, and must confront and vanquish evil wherever they find it.

Relationships:

Part of the pantheon of the Southern Kingdoms, Yalena is a newcomer to the Northern realms but is quickly becoming a popular one thanks to her followers. She is allied to those Gods and Goddesses who respect the light, goodness and charity, and battle against evil.

Her enemies are chiefly those Gods and Goddesses intent on evil, but her nemesis if Ruin, Lord of Destruction, the deity whose avatar slew hers in the battle between the Gods.

Mythology:

Yalena is believed to have been born of the Ultimate Creator, and in turn gave birth to the Sun, then the Moon. Her third child was still-born and cremated, his ashes becoming the stars at night.

Yalena fought in the great battle between the Gods, her avatar clad in shining plate armour. She duelled against the God of Destruction, Ruin, but fell to his powerful blade, the dia morfoir, or God-Slayer.

by Wadim Petunin (from DeviantArt)

 Spell Lists:

Spells/Level: 1st 2nd 3rd 4th 5th
1. Command Word Augury Continual Light Create Water Atonement
2. Cure Light Wounds Bless* Cure Blindness Cure Serious Wounds Commune
3. Detect Evil Delay Poison Cure Disease Death Ward Create Food
4. Detect Magic Find Traps Cure Moderate Wounds Dispel Magic Dispel Evil
5. Fellowship Hold Person Locate Object Divination Flame Strike
6. Light Holy Chant Prayer Neutralise Poison Quest
7. Protection from Evil Resist Fire Remove Curse Protection from Evil,Sustained Restore Life & Limb
8. Purify Food & Water Shimmer Speak with Dead Smite Undead Summon Weather
9. Remove Fear Silence 15′ radius Sphere of Visibility Tongues Sword of Fire
10. Sanctuary Spiritual Weapon Striking Vigour True Seeing

 

 
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Xerophilous Ghul

27 Apr

Part of the A to Z Challenge.

Beneath the Temple Quarter  of the City of Bones are extensive catacombs, in which can be found various undead. One of these creatures is a type of ghoul that has adapted to the dry region the city inhabits.

Xerophilous Ghul

A variant on the typical ghoul, these undead creatures feed off moisture rather than simply flesh. They are often found near sources of water, be it a stream, well, or pool formed by drips. Their touch leeches the moisture from their victims, rather than paralysing them. They appear as gaunt, dry-skinned corpses with luminous blue eyes and suckers lining the undersides of their long fingers.

% in Lair: 20%
Dungeon Encounter:
Pack (1d6)/Lair (2d8)
Wilderness Encounter:
 none, only found within the catacombs of the City of Bones
Alignment:
 Chaotic
Movement:
 90′ (30′)
Armour Class:
3
Hit Dice:
 2**
Attacks:
 3 (2 claws, 1 bite)
Damage:
 1d3 for all, plus special
Save:
 F2
Morale:
+2
Treasure Type:
D
XP:
 38

Their claws painfully draw moisture from the victim: if a save versus paralysis fails, the target takes 1d3 points of Constitution damage, and the Ghoul heals a like amount of Hit Points. They have the normal undead immunities, and infravision of 60′.

Ghoul

 
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Witches of the Bones

26 Apr

Part of the A to Z Challenge.

Bone Witch

In the City of Bones is a sect of witches who use stolen bones from the Gods’ avatars to wield their magic. This is a new tradition for witches, using the ACKS Players Companion rules.

Witch

Bone Witches use their stolen (or bought in the night markets) bones to tell fortunes, cast hexes and the like. They are known for their unerringly and eerily accurate prophecies, and despite their ill-disposition and heretical natures, many seek them out to learn the future.

Bonus Spells:

1st – Detect Danger, 2nd – Detect Evil/Good, 3rd – Find Treasure, 4th – Wizard Eye.

Bone Witch Abilities

1st level: by casting the bones and spending a turn to interpret the results, the witch can foretell the immediate future: she can cast Augury once per hour.

3rd level: using the power of the bones, the witch can curse a foe: once per day she can cast bestow curse, with a casting time of one round.

5th level: as the witch uses the bones more and more, she absorbs a spark of their divinity and gains longevity, allowing her to live three times as long, and also making her immune to the paralysis of ghouls.

7th level: the witch’s power increases to the point where she can commune with the bones, casting the spell of the same name, with a casting time of one turn. The spark of divinity that resides in the bones is almost exhausted as a result, and can not be used to commune with until a week has passed.

 
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Vagabonds

25 Apr

Part of the adjusted A to Z Challenge.

The Elven Vagabond

Vagabonds are Urban Elves who have been exiled or are estranged from their families, perhaps orphans raised on the streets, black sheep, or the runts of the litter. They are wanderers, nomadic by necessity, moving throughout the city and never settling down. Sometimes Vagabonds gang together for mutual protection or need, but most are loners or prefer the company of non-elves, people of similar attitudes; such as adventurers. Indeed, many Vagabonds join up with adventuring parties, acting as guides in the city, or lending their prowess in the ruins and dungeons of the Weeping Chasm.

Hit Dice: 1d6, and 2 hit points per level after 9th.
Requirements:
 Dexterity of 9+.
Prime Requisites:
 Strength, Dexterity.
Maximum Level:
 13.

Like all Urban Elves, Vagabonds are always aware of their surroundings, their keen and heightened senses allowing them to detect hidden and secret doors with a proficiency throw of 14+ on 1d20 when actively searching, or 18+ on casual inspection, and gaining a +1 bonus to surprise rolls when in the City of Bones; their upbringing in the city has taught them many languages, specifically the common trade tongue, Elven, Dwarf, Loppe, and Goblin. The urban elf also has the ability to Duck Out of Sigh, able to seemingly disappear into crowds and alleyways of the city, with a proficiency throw of 3+ on 1d20 within the City of Bones, or 11+ in another urban environment. In dungeons, if motionless, quiet and in cover, the elf can escape detection with a proficiency throw of 14+ on 1d20. Despite being natives to the city and losing touch with their links to the wilderness and forests of their cousins, urban elves have retained some of the elven Connection to Nature, and are thus unaffected by the paralysis ghouls can inflict, and gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells.

Vagabonds have learnt to defend themselves, able to wield two weapons (one in each hand, naturally ambidextrous) or two-handed weapons, and favour short bows, crossbows, short swords and daggers especially. Their Attack Throw is 10+ at Level 1, and increases at a rate of 2 every four levels (as a thief), as they prefer swiftness to standing still, they are used to wearing only leather armour or lighter, and do not use shields. Their life on the streets have built up their endurance and immunities, and their natural grace has not left them. Their Saving Throws progress the same as a Fighter, modified for their Connection to Nature (see above).

Attack Progression Table

Level Attack Throw
1-2 10+
3-4 9+
5-6 8+
7-8 7+
9-10 6+
11-12 5+
13 4+
Level Petrifications & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells
1 15+ 14+ 16+ 16+ 17+
2-3 14+ 13+ 15+ 14+ 16+
4 13+ 12+ 14+ 13+ 15+
5-6 12+ 11+ 13+ 12+ 14+
7 11+ 10+ 12+ 11+ 13+
8-9 10+ 9+ 11+ 10+ 12+
10 9+ 8+ 10+ 9+ 11+
11-12 8+ 7+ 9+ 8+ 10+
13 7+ 6+ 8+ 7+ 9+

Level Progression Table

Experience Title Level Hit Dice Backstab Climb Walls
0 Beggar 1 1d6  x 2  6+
1,325 Vagrant 2 2d6  x 2  5+
2,650 Roof-Runner 3 3d6  x 2  5+
5,300 Rascal 4 4d6  x 2  4+
10,600 Rover 5 5d6  x 3  4+
21,200 Wayfarer 6 6d6  x 3  4+
40,000 Nomad 7 7d6  x 3  3+
80,000 Knight-of-the-Road 8 8d6  x 3  3+
250,000 Vagabond 9 9d6  x 4  3+
420,000 Vagabond King 10 9d6+2  x 4  3+
590,000 Vagabond King (11th level) 11 9d6+4  x 4  2+
760,000 Vagabond King (12th level) 12 9d6+6  x 4  2+
930,000 Vagabond King (13th level) 13 9d6+8  x 5  1+

At 9th level, the Vagabond can establish a hideout, attracting 1d6 1st level followers, half of which will be like-minded urban elves, not necessarily Vagabonds, but possible others too. The Vagabond can send followers out to accomplish hijinks, in the same fashion as a thief can.

Proficiencies

Vagabond Class List: Acrobatics; Alchemy; Alertness; Ambushing; Arcane Dabbling; Bargaining; Bribery; Cat Burglary; Combat Trickery (Disarm, Known Down, Wrestle); Contortionist; Disguise; Eavesdropping; Gambling; Intimidation; Lip Reading; Mimicry; Performance; Prestidigitation; Running; Seduction; Signalling; Skirmishing; Skulking; Swashbuckling; Tracking; Wakefulness.

Template

This template if for a typical Vagabond Roof-runner, an urban elf at home on the rooftops of the city, and is ready to play. Simply choose extra General Proficiencies for higher Intelligence characters; the rest is as follows.

Roof-Runner Acrobatics,
Running
Short sword, three throwing daggers, supple leather armour, cloak, tunic and pants, leather belt, low boots, 50’ rope, grappling hook, backpack, 2 weeks’ iron rations
 
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