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Posts Tagged ‘rules’

Goblin Sap

08 Feb

Goblin sap is the ‘blood’ of the sentient plant that is commonly known as a goblin. These humanoid creatures, spawned from the seeds dispersed by the pods of the púca tree, are driven to survive and spread their seeds across the world; their seed being their ‘hearts’, or at least what would be heart in a human. The ‘blood’ of these goblins is a sap that becomes highly volatile upon their death (some alchemical reaction caused by the sudden cessation of life), often causing a deceased goblin to exploded violently, thereby helping to spread their heart-seed. They tend to live in forests or underground, in caves rich with moisture of minerals, which the young púca tree can use as nourishment when sunlight is not avilable for photosynthesis. The seeds grow into fully grown, aware and inherently hostile, intelligence creatures in the space of several days, and have adopted customs of others races, especially the use of armour and weapons to defend themselves from those who seek to harvest their sap.

Goblin Sap & Its Uses

The dwarfs discovered the volatile nature of goblin sap when they fought against the encroachment of the invasive plants, in their underground realms or hill forts. The explosive sap was first used to create bombs, which aided the dwarfs in their war against the elves; the term sappers was invented when dwarf engineers used the sap-bombs to destroy walls and buildings, undermining battlements and foundations. In the last decades of the war they invented projectile weapons that fired small lead pellets from a rifled barrel, propelled by capsules full of sap that were crushed under a hammer attached to the weapon’s stock. The explosion made the pellet fly through the air with deadly accuracy and force, capable of killing an elf– or a man, and other such creature– instantly. These weapons were soon copied by other races, and their use and manufacture spread.

Harvesting Goblin Sap

The easiest way to harvest the sap of a goblin is to grow them in a special farm, where their growth can be controlled and the goblins culled before they can rebel or outgrow the farm. Intact goblins are the best source of the sap, and when the time comes to harvest them, the goblin is strung upside down and their throats slit, allowing the sap to ooze out into containers lined with alchemical silver that allows the sap to be transported without exploding– something about alchemical silver prevents the sap becoming explosive. The sap can also be collected from dead goblins, after they have exploded, although there is less to collect as the sap is quickly absorbed by the surrounding environment. In any case, live goblin sap is useless as an explosive, but can be used to aid in the creation of healing poultices or fermented to brew a particularly potent dwarven-mead that dwarfs are partial to.

Due to the rarity of successful goblin-farms, goblin sap is a highly prized and thus expensive commodity, and fetches a high price, even for the sap collected from wild and deceased goblins. A standing bounty on goblins exists in all civilised lands, and there are numerous hunting lodges that specialise in tracking down goblin sporing grounds.

Gaming Notes

Below are the guidelines for goblins and their explosive, valuable sap:

  • Goblin statistics (based on ACKS goblins, compatible with similar games);
  • Harvesting goblin sap (how much it is worth, rules for collecting it);
  • New weapons and ammunition (sap-rifles, –capsules, and –bombs);

Typical Goblin

AC 3 (leather, size), Move 60′ (20′), HD 1-1*, #Ats 1 (weapon), Dmg 1d6 or weapon, Sv 0-lv, ML -1, XP 10; when slain by a slashing or piercing weapon, fire or explosive magic, the goblin sap explodes, spreading the dead goblin’s remains over 20′ and inflicting 1d4 damage to anyone within melee range of the goblin– save versus breath or blast to avoid– and leaving sap all over the place. Goblins slain by blunt weapons or non-volatile magical attacks only explode on a 1-in-6 chance.

Harvesting the Sap

An intact and properly bled goblin produces enough sap to create 10 sap-capsules or  a single sap-bomb; worth 50 gold pieces. A live goblin can be sold for ten times as much, since their carcasses can be further used to spawn new goblins.

A slain goblin that has exploded can have the resultant spread of sap collected in a suitable container, but only a small amount: for every hit point the goblin had, a single gold piece worth of sap can be collected. Five of these is enough to create a sap-pellet, but there is never enough to make a bomb. Sap from different goblins can be combined, but if an unskilled collector attempts to do this, there is a chance that the sap reacts and explodes for 1d6 damage for every capsule worth combined, a save versus spells allows the unskilled collector to avoid such a hazard. Skilled collectors (anyone with a suitable craft proficiency) have no such problems.

Sap Weapons

Sap-rifles, -capsules and -bombs, and lead pellets are now manufactured by different races, but the dwarfs are the original inventors. The weapons listed below represent the generic designs; there are also items such as alchemical silver containers, and collection jars.

Item Cost Notes
Sap-Rifle 150 gp Range as longbow, 1d8 damage (‘explode’ on an 8)*
Sap-Bomb 50 gp Range as spear, 2d8 damage to all in 10′, 1d8 to those 10-20′ distant (save versus breath for half)
Sap-Capsule 5 gp each 1d6 damage is detonated
Lead Pellet 1 sp each
Lined Container (large) 10 gp Holds 20 capsules worth
Lined Container (small) 5 gp Holds 10 capsules worth
*if an 8 is rolled, roll again and total; repeat each time maximum is rolled.

Rifle & Bomb Misfires

Due to the volatile nature of goblin sap, there is a small chance that the sap can explode prematurely. Whenever an attack throw rolls a natural 1 a misfire occurs: roll 1d6 on the table below for rifles, 1d8 for bombs.

Result Misfire Effect
1 Damp Sap: burns out without effect
2 Pitiful explosion, shot fails and pellet falls 1d6 feet from firer (can be recovered)
3 Skewed explosion, fires at a random target instead: roll to hit as normal
4 Sap burns through rifle, ruining it
5 Explodes, ruining rifle: deals 1d6 damage to user
6 Explodes, taking rifle with it: does damage to user
7 Explodes prematurely: deals damage to bomber
8 Immense explosion: deals double damage to bomber and normal damage to others in range
 
 

Underwater Combat Rules

16 Dec

Currently, my gaming group are making their way through an underwater temple with large portions of flooded corridors and chambers. I’m also running the game using the Adventurer Conqueror King System (ACKS), which does not (as far as I have seen) no real rules for underwater combat; so I made some up on the spot:

Underwater Combat

Basically, each non-encumbered  character can fight or move 10′ for 1 round underwater per point of Constitution. Each point of AC reduces this number. After the rounds have expired, the character begins to drown, reduced to half hit points in the first round of drowning, to zero hit points in the second round, and dying on the third.

For example, a dwarf with 15 CON and wearing plate mail (AC 6) can cope for 9 rounds before he begins to drown.

Nice and simple, and worked well last session.

 
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Posted in ACKS, Rules

 

Simple Rules

26 Nov

This marks my 550 post. Under different circumstances I might make something of that, and post something more interesting, but I just don’t have the time.

However, as I currently at work with little to do and a need to keep myself occupied until the afternoon, I thought I’d post a brief house-rule that I am going to use for my Against the Giants campaign, which is going to replace the more complicated and now play-tested (and failed) drunken dwarf rules.

New Rule: Drunken Dwarf

Drunk Dwarf on barrelsAs Ungrid is pretty much laden and saturated with alcohol for most of his waking day, rather than make rolls to see how drunk he gets every few hours, we have decided to simply make a roll before any encounter to see how drunk he currently is, and how that effects his ability.

Basic Rule: before any encounter begins, Ungrid simply makes a saving throw versus poison and if he fails, he suffers a penalty equal to the amount he failed by (ouch!).

So, the higher degree of failure simply means he is more drunk. The penalty of -1 to all saves as a result of him not drinking alcohol still applies.

We’ll start testing this tonight.

 
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Posted in Blog, RPG, Rules

 

Magic Items

30 Sep

Inspired by this post from Game Knight Reviews, thought I’d have a go at designing some simple rules, suitable for any game, that will allow characters to create their own magical items during the course of a game.

Whenever a character uses an item in the course of some action, be it a sword in combat, a lantern whilst searching a tomb, or playing the lute to entertain the patrons of a tavern, and if the action has meaningful consequences– such as life or death in combat, finding a secret door leading to a way out or treasure, or persuading the barkeep to divulge information– then at the end of the gaming session, the player may declare that they wish to roll to see if an item has gained some sort of magical power as a result: a sword, for example, might become known as the Orc-Hacker due to its recent use in slaying orcs, and the player might want to see if the sword begins to exhibit magical powers. The player can suggest what the magic is, but the GM has the final say, and the guidelines below can be used as a guide.

The base chance of an item gaining some sort of magical effect is equal to the character’s level, as a percentage; this base chance can be modified, see table below. If successful, the item in question becomes magical.

Guidelines

  • Weapons, armour and shields should have no higher bonus (to-hit and damage pluses) than half the character’s level, rounded up;
  • Items should have a number of powers no more than the character’s level divided by three, rounded up (1-3 is one power, 4-6 is two etc);
  • Powers should either emulate existing items, spells, or feats/proficiencies/skills, depending on the system. with a rough power level equal to half the character’s (rounded up);
  • Ideally, powers should make sense within context of the situation from which the magical power was awakened.

Modifiers to Base Chance

  • +1% for each Hit Dice/Level of a defeated opponent, if in single and glorious battle;
  • +5% for a dramatic, heroic or life-changing event.

Examples

Cedric, a paladin with a nice sword, fights a dramatic battle against twenty orcs: he single-handedly defeats them, saving the lives of his allies, and earning a reputation amongst the orcs that manage to flee. The player, at the end of the session, decides she wants to roll for the sword to become magic; gives it a name, Orc-Bane, and wants +1 to-hit/damage and the ability to cause fear in orcs. The paladin is 6th-level, allowing a maximum of two powers, +3 bonus, so the GM agrees too the roll. The base chance is 6%, modified by +5% for the heroic stand; the player rolls 1d100 and gets a 02! Success! Orc-Bane is born.

Porthus, halfling chef and wizard, is trapped in a tomb, looking for a way out and with his failing lantern he manages to find the secret door that leads outside. Afterwards, his player wants to make a roll, for the lantern to be ever-full and lit: as Porthus is level 2, and the power is similar to continual light, the GM agrees but at a compromise, saying that the lantern will act as a light spell, three times a day. The player has a base chance of 2%, makes a roll, but fails. He may try again in the future, especially if the lantern proves useful.


It’s a rough idea. What do you think, could it work in a game?

 
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Posted in RPG, Rules

 

The City-Watch

14 Sep

The City-Watch of the City of Bones come in two forms: Patrols (footmen), and Watchers (Archers).  Their statistics are as follows:

Patrols

Patrols consist of 3 to 5 guards, led by a commander-of-arms. There is a 1 in 6 chance of them being accompanied by an Academy-trained Mage, and a 2 in 6 chance of being assigned a Cleric (both 1d3 levels).

Footmen

AC 6, Move 120′ (40′), HD level 1 Fighter, #Ats 1 (by weapon, 10+), Dmg 1d6+1 (mace, spear) or 1d4+1 (dagger), SV F1, ML 0 (+2 with commander), XP 13; Proficiencies: Intimidation, and Combat Trickery (Knock Out).
Armour: lamellar cuirass, helmet, shield.
Weapons: Mace, dagger (2 in 6 chance of having spear).

Commanders

AC 6, Move 120′ (40′), HD level 2 Fighter, #Ats 1 (by weapon, 9+), Dmg 1d6+1 (mace, spear) or 1d4+1 (dagger), SV F1, ML +1, XP 29; Proficiencies: Command, and Intimidation.
Armour: lamellar cuirass, helmet, shield.
Weapons: Mace, dagger (2 in 6 chance of having spear).

Watchers

The Watch-Towers have three archers on duty at any time, and their sergeant is with them during the day.

Archers

AC 4, Move 120′ (40′), HD level 2 Fighter, #Ats 1 (by weapon, 9+), Dmg 1d6+1 (bow, sword) or 1d4+1 (dagger), SV F1, ML +1 (+3 with sergeant), XP 29; Proficiencies: Signalling, and Precise Shooting.
Armour: mail hauberk, helmet.
Weapons: Composite bow, short sword, dagger.

Sergeants

AC 4, Move 120′ (40′), HD level 3 Fighter, #Ats 1 (by weapon, 9+), Dmg 1d6+2 (bow, sword) or 1d4+2 (dagger), SV F3, ML +2, XP 100; Proficiencies: Command, Precise Shooting, and Signalling.
Armour: mail hauberk, helmet.
Weapons: Composite bow, short sword, dagger.

 

 
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Posted in ACKS, Blog, D&D, RPG