segunda-feira, 22 de abril de 2019

Slightly Annoying Goblin Classes

Oh hey!
I found some original goblin classes in an old folder in my PC. Their concept revolved more or less on making weird noises at the table so each one of them has a little  something in this sense going on for them.

 BY NO MEANS BALANCED.

Also, these were meant for Lotfp, but you know... OSR and stuff, use it however you like. Here we go, i guess:


Hobgoblin:

Some goblins are not born like the others. Hobgoblins are fairly common mutations within goblin folk, stronger and bulkier; they are the prime warriors of their tribes.
Hit Die: d8
Saving Throws:  As Fighter
Attack Bonus: As Fighter
EXP: As Fighter
Illiterate: Goblins are scared of written words, they think that writing steals their ideas, therefore, they may learn any spoken language, but not written.
Medium Sized: Differently than his fellow kin, the Hobgoblin is medium sized and may wield weapons and wear armor as a medium creature normally.

Brute:
The Hobgoblin has +2 to damage rolls.

War Drum:
The Hobgoblin spends an action to growl and use his shield or weapon as a drum to intimidate enemies (if the player makes grunting noises while hitting the table, consider giving his action some kind of benefit).  Enemies within 30’ must Save or have their AB reduced by 2 for the round.

Improvised Weapon Master:
Hobgoblins know how to make effective use of almost anything to harm others physically, even surpassing their ability with conventional weapons at higher levels.
LVL 1: improvised weapons deal 1d4 damage
LVL 3: 1d6 damage
LVL 5: 1d8 damage
LVL 7: 1d10 damage
LVL 9: 1d12 damage

Shields Shall be Splintered in your Face:
The Hobgoblin may choose to break his shield OR a wooden weapon in his enemies’ face, leaving them knocked out for 1d3 rounds. Roll the attack as normal, if it connects, the aforementioned effects take place. This feature may only be used against opponents of HD lower than the Hobgoblin’s level. (If the player screams like a hobgoblin while doing this, the attack has +2 to hit).

Skirmish Tactics:
The Hobgoblin may spend the full round to command an ally in combat. His ally will have a +2 to their next roll if he acts on the command.



The Goblin Commoner

A goblin living the goblin’s life. This is the common exemplar of goblinkind: not exactly a hunter, nor a warrior nor a spiritual type. They usually do the basics in society, such as building homes, taking care of babies and cooking.
Hit Die: d6
Saving Throws:  As Thief, but 1 point worse in everything.
Attack Bonus: As Thief
EXP: As Thief
Stealth: : LVL 1 (3 in 6). LVL 4 (4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6).
Sneak Attack:  x2
Weaklings: Only characters with the sum of their modifiers equal to or minor than -1 can be Goblin Commoners.
Illiterate: Goblins are scared of written words, they think that writing steals their ideas, therefore, they may learn any spoken language, but not written.
Small Sized: Goblins can’t use normal two-handed weapons. Medium weapons must be used two-handed and small weapons may be used normally. Armor made for medium folk also can’t be worn.

Goblin Luck:
Well, they don’t have much going on for them. The goblins’ life is tough as hell, but sometimes things just work out. Commoners may reroll a failed roll once per level per day (taking the second result, even if it’s a fail).

A Goblin’s Lament:
The goblin may sob and sing sorrowfully about his sad, sad life in situations of distress (yes, mr. player, do it. Sing at the table in your most pathetic mimesis of a sad goblin. You will get something even better). The Referee must fiat something to make the goblin’s life easier. This may be activated once per level per day.

The Goblin God:
Some tales speak of a Goblin Savior, which will ascend the race as a whole and release them from the stigma the world has put them in. If a Commoner, and ONLY a poor, unlucky Goblin Commoner ever reaches level 15, he will become the Goblin God and assume the form it was meant to have when the old gods did wrong in their creation. All goblin tribes will gather in unison to worship the new divinity and it will rule the most powerful empire for a thousand years.

The Goblin Spirit Shrieker

The Spirit Shrieker is a spiritual icon of her tribe, working as a healer, shaman, storyteller and seer. She screams ritualistically to produce spells, annoying enemies, bolstering allies and communing with the spirits of the dead.
Hit Die: d6
Saving Throws:  As Cleric
Attack Bonus: As Cleric
EXP: As Cleric
Tribe Lore: LVL 1 (3 in 6). LVL 4 (4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6). Used to obtain any knowledge connected to the Shrieker’s tribe.
Medicine: : LVL 1 (3 in 6). LVL 4 (4 in 6). LVL 7 (5 in 6). LVL 10 (6 in 6). Used to stabilize characters, minister medicine and diagnose deseases.
Illiterate: Goblins are scared of written words, they think that writing steals their ideas, therefore, they may learn any spoken language, but not written.
Small Sized: Goblins can’t use normal two-handed weapons. Medium weapons must be used two-handed and small weapons may be used normally. Armor made for medium folk also can’t be worn.

Ancient Shrieker Skull: To perform her spells and rituals, the Spirit Shrieker must have a skull* of a shrieker from the past. It is obtained through a ritual that lasts seven moons and requires the skull itself. If the Shrieker ever loses his Skull, he may perform this ritual to attune to another.
The skull retains the consciousness of the goblin it once was (therefore, skulls have different personalities and goals), and it may communicate telepathically at will with the Shrieker (and vice-versa).
The Skull also works as a grimoire, holding the spells known by her master.
*(I guess it could be any object or bone related to the ancient shrieker, but skull sounded nice.)

Spells Known: The Shrieker begins play with an Ancient Skull that knows two spells from the Spell List. Once each level, the Shrieker may roll on the Spell List to learn a new Spell. If the roll lands on an already known shriek, nothing happens.
New spells may also be learned by communing with Ancient Skulls that are not your own for 1 day per spell contained. Roll under your WIS to learn new spells this way.

Spellcasting: To perform her spells, the Shrieker must scream at the top of her lungs in the most annoying (yet ritualistic) form possible while holding the Ancient Shrieker Skull (if the player screams at the table, even better).
The Shrieker may cast a number of spells equal to her level per day and they do not need to be prepared beforehand (spontaneous casting).

 Spell List:
.Assume durations of non-instant effects to be 1 exploration turn(about 10 minutes) per caster level.
.All spells that may be saved have the notation SAVE:Yes (even though, the subject may choose not to save).
.Range of the spells is considered to be 10’ per caster level, unless otherwise noted.

1.Animate Dead: The caster animates a number up to his level HD worth of undead creatures. When the duration ends, things happen.
2.Heal/Cause Wounds: Heals/Causes 1d8 + Caster level HP damage. Touch Range
3.Commune: Consult the ancient spirits of the dead, which  responds up to 3 ‘yes or no’ questions.
4.Bless/Curse: Adds 1/subtracts 1 per caster level to the next d20 roll made by the target. SAVE: Yes
5.Cause Fear: Living creatures flee from the caster. It affects up to the caster level x 2 HD worth of creatures. SAVE: Yes
6.Leeching Scream: Absorbs 1d6 + caster level HP from the target. SAVE: Yes, if failed, half damage
7.Cure/Cause Disease: Cures/causes a mundane disease. SAVE: Yes.
8.Speak with the Dead: Communicate with the lingering essence of a corpse (it must still have flesh).
9.Death Howl: Kills one creature of level/HD lower than the caster. SAVE: Yes
10.Trap/Release Soul: Traps the soul of a recently deceased being into an object nearby. SAVE: Yes. Touch Range
11.Turn Undead: A caster’s level x 2 HD worth of undead creatures flee from the caster. Undead of HD lower than [caster level -3] are pulverized, instead.
12.Sweet Flesh: Turns any dead flesh edible. It has pleasant aroma and taste, and it is harmless to consume. Touch Range.
13.Skull Warrior: The Ancient Shrieker Skull attaches to a headless body, which have HD (d8) equal to the caster’s level and AB equal to caster’s level + 2.
14.Spiritual Projection: The caster’s soul leaves its body to travel through the Spiritual Plane. His physical body is vulnerable and inactive during the process.
15.Lethargy: Caster’s level worth of HD creatures are stricken with intense lethargy. Movement is halved and all combat rolls are made at -2, AC is also reduced by 2. SAVE: Yes, and every subsequent combat round.
16.Haste: Caster’s level worth of HD creatures have +2 AC, +2 AB and combat move + 10’.
17.Endure the Elements The caster protects a number of creatures equal to his level from weather effects such as cold or heat.
18. Spiritual Vision: The caster may see up to 60’ into the Spiritual Realm while in the Material Plane and vice-versa.
19.Paralysing Shriek: Target is unable to move or take actions. SAVE: Yes, and each subsequent round.
20.Skull Sacrificial Explosion: The Ancient Shrieker Skull explodes in necromantic energy. It deals 1d12 damage per caster level in a range of 30’ per level. The Skull is destroyed. Goodbye, friend.


segunda-feira, 4 de fevereiro de 2019

Dieselpunk(y) Kits and Stuffs

I know this is not about Maeve as i said it would be, but i'm taking a bit to work out the character with my girlfriend, sorry guys. This post will probably be a bit more directly useful than that for you, though...

                         Trenches by Andrew Mironov

I don't usually play or write punk stuff, but recently i have become fascinated with the aesthetics of Dieselpunk and decided to put together a little campaign setting thingy. Maybe i'll play a bit of one shots with it. Also, i do not know half the tropes included in Dieselpunk, i'm just making up stuff based on you know... stuff...

Starting with some character Kits based on the cool Throne of Salt: Mother Stole the Background Kits post we have:

1. Warpriest:
. Submachine gun, Medium Caliber (d8)
. Miasma mask and priest garbs (+1 Guard)
. Rusted Iron Cross (Holy Symbol)
. Spell: Cure Wounds
. Spell: Command Word
. Spell: Heat Metal

2. Thaumaturgist:
. Handgun, Small Caliber (d6)
. Heavy dark robes and Miasma plague mask
(+1 Guard)
. Leather-bound Grimoire
. Spell: Consultation
. Spell: Shatter
. Spell: Featherfall

3. Warmonger:
. Assault Rifle, Large Caliber (d10)
. Bayonet (d8, melee)
. Plate-splitter Pick (d10, melee)
. Grenade (15’ radius, d12)
. Semi-plate and Miasma Iron Helmet (+2 Guard)
. Crowbar
. Shovel

4. Pilot-Engineer:
. Submachine gun, Medium Caliber (d8)
. Knife (d6, melee)
. Heavy Workers Overalls and Miasma Mask (+1 Guard)
. Engineer’s Tools
. Knows how to drive and fix machines (checks are still required)

5. Infiltrator:
. Silenced Handgun, Small Caliber (d6, noiseless)
. Knife (d6, melee)
. Light garbs and nose-mouth miasma mask (+1 guard, +2 on stealth attempts)
. Heat-vision goggles
. Grappling hook

6. Electromancer:
. Handgun, Small Caliber (d6)
. Electro-suit (+1 Guard, immunity to electricity, conductive)
. Spell: Chain Lightning (FD + MND damage to enemies Close together)
. Spell: Levitate (Target levitates for FD min.)


Then, some "Why did you join the Rebellion" kind of table (if you like to fight the system, that is) with some traits:

Why did you join?/Possible trait
1. Home destroyed by the Empire /vengeful
2. Friends in the rebellion /caring
3. A demon tricked you into it /distracted
4. You live or die by the adrenaline /reckless
5. There’s nothing else to live for out there/ nihilist
6. A sign of God/ faithful
7. To pile treasure/ petty
8. Because it was the right thing to do/ idealist
9. I didn’t, I’m just looking for the best deal right now and these guys are ok/ opportunist
10. War is all I’ve ever known/ disciplined

A simple context:

. The Empire won the Great War 20 years ago with the help of demons invoked by occultists of the Great College of Berlin.
. After the war, the gates of Hell remained open to the Mortal Realm, according to the secret pact that was made back then.
. Lots of demons went rogue, while others stood lawful to the empire.
. The gates of Hell also bring to our realm a deadly miasma that painfully mutates body and mind when inhaled. It does not cover the whole world, but there are large areas infected.
. The rebellion is a violent group that does not fit the standards of the Empire. They seek to overthrow it by any means possible. They also seek to destroy the Hell gates opened 20 years ago.


Some "Flavor Tags"...

World War II up scaled tech;
Overly oppressive institutions;
Magic;
Demons & Cults;
Gas Masks (Miasma);
Zeppelins & Tanks, also Airplanes;
Overcoats;
Sweet, sweet leather;
Gratuitous violence;
Bio Engineering;
“Do I smell gasoline?”;
Art Deco in wealthy places;
Near post-apocalypse in oppressed places;
PCs are Badasses;



         

quarta-feira, 30 de janeiro de 2019

Campaign Log - Whispers of the Godless 0.1

So, i'm starting a solo game with my girlfriend soon, and thought it might be a good idea to keep a campaign record in the blog! This one is about context in the world of Osophis.

About the Campaign Itself:

. I will be using the Lion & Dragon system for its grounded wierdy medieval tone that meshes well with the world
. No major starting house rules, but will probably simplify things as i go
. No demihumans (at least not seen by any person alive)
. Campaign will be character driven with focus on exploration and roleplay.
. Probably a pointcrawl

About the World of Osophis:

This campaign happens in a world that lost its old gods a long time ago, when a man now known as The Sophist tricked them into non-existence by presenting a series of arcane-mathematical formulas that supposedly proved that godhood was impossible in the cosmos as it was.

The set of formulas would later be known as "The Profane Equation", even though there is no one alive that knows how to solve them, or even exactly what they were.

Time went on, and, without higher guidance, mankind began to fall apart. Death, war and disease were rampant, and, for a long period, pain was all that people had ever known.

But...

Just about one thousand years ago, humans experienced a new age of faith. In the four cardinal points, four strange beings presented themselves and were proclaimed the new gods of their respective lands, offering their blessings and powers to the ones that truly worship them.

From the North, said to be born from a bloody battle, came the Scarlet God of Flesh, Penitence, Justice and Fire. Now Patron of Galdemore.

From the East, beyond the infinity dunes, came the Mother of Afflictions, the Disease-eater, Goddess of Healing, Fertility and Death. Now Patroness of Xarne.

From the West, floating in the great ocean, came the Queen of Eyes, Goddess of Secrets, Storms, Sorcery and Ruin with her thousand eyeball-servants. Now Patroness and Queen of Katastria.

And, finally, in the south, was found Sziszara, the great Impaled White Serpent, Goddess of Cold, Bodily Functions, Lies, Poisons and Medicine. Now Patroness of Skuldra.

And so, the continent was divided in five parts: the four holy lands, and a great central area undisputed, the place where no gods came from, and also the place where the Profane Equation was proven. These lands are now what people call The Profane Lands, home of the wicked and the accursed.

The Profane Lands, in reality, are enormous and varied, and so is their people. A multitude of cultures exist in the vast territories of this place, from independent farmers' villages, to gypsy caravans, to druidic forest groups. There are lands abundant, there are lands dry. It is a place of opportunity, but also a place of struggle...


Provisory map of Osophis:




















Next post will be about Maeve, the only PC in this campaign!!




segunda-feira, 28 de janeiro de 2019

About Ark'lore

The first homebrew world i ever made.

It was amazing when i was 15. It had a multitude of (pretty bland, generic) gods, cosmology, maps, kingdoms, legends, dungeons... you know the drill. Pretty much the generic medieval fantasy we all know and stuff.

I played most of my games in this land, experimented with different systems, had amazing moments, tons of stories and a few campaigns (sadly, none of them ever completed due to megalomania in campaign-building conflicting with life happening).

Even now i have an ongoing 5e campaign about collecting seven faeries turned into magical jewels (WOW. now THAT's original) and i love it, and i love the PCs and players in my table, even though we are having problems to keep pace (haven't played in months). I still love me some traditional fantasy, that is, but...

This blog is not exactly about Ark'lore. It would have been if i started it 5-8 years ago, but i think i have more interesting things to write about now, at least for my taste.

I fell in love with the OSR, had a lot of my preconceptions about roleplaying games and world-building shaken up, i was utterly amazed by the twisted and inspired ideas that people had and i wanted to be part of it, hence this blog.

Ark'lore, the name itself, became kind of a trademark (for me, of course), and i really like it, even though it sounds a bit generic.
The thing is: it is symbolic to me, and it sounded like a good starting point for naming a blog which will be ,to a certain extent, a place to keep my ideas about stories, rules and stuff (an ARK of my LORE if you will, heh...? sorry for this).

Yes, i wrote this to justify the blog's name and give a little background about my limited gaming experience. And now, DISCLAIMERS:

I'm MOST DEFINITELY NOT a writer.

Also, English is not my first language (you can probably tell by now).

I don't know how to run a blog yet, this is my first post on a blog ever.

Also, this blog will probably have a really inconsistent schedule because i'm LAZY.

I do not claim to be a brilliant original mind, i just want to share ideas and have them somewhere online for interested people to see.

Thank you all, i hope you enjoy future posts!!