Sunday, April 20, 2014

SKARR - Stone Age D&DHAMMER...

...coming soon to a hangout near you in late Summer.

-FLAILSNAILS allowed: non-native PCs arrive naked. Not one stitch of equipment from outside this setting.
-Native PCs start with a loincloth and tunic (if they desire), and two things from the list below (roll).

1. Spear, hide/wood/bone or stone
2. berries (healing)
3. stone/bone dagger
4. berries (poison)
5. axe
6. water skin
7. whetstone
8. stick
9. leather strap
10. piece of jerky
11. bow
12. carving stone (for making other things)
13. berry paint
14. club
15. strong stick (10ft pole/staff)
16. Sorcerous Rune
17. companion animal
18. 2d4 arrows
19. leather armor
20. tanned hide

All beginning weapons have a 5 in 6 chance of breaking when a 1 or 20 is rolled to hit. Weapons can be master crafted to get rid of this flaw.

Basic 6 D&D Ability Scores, with a set of percentage-based "Learned Skills", including Sorcery and Shamanism magic.
*To get your starting percentages in Skills, I'm going to use one of the following methods - help me decide which!

-Everything starts at 5%, then you get a number of points to distribute. Add all ability scores, then SUBTRACT ability bonuses, and ADD ability penalties. Distribute that number among your Skills.

-OR, everything starts at 0%, then add all ability scores, then SUBTRACT ability bonuses, and ADD ability penalties. Multiply by 4. Distribute that many points.

*Record the number of times you attempt an ability. This is the percentage chance that ability advances at the end of the session.

*HP = CON. Check CON as a percentage when being healed to full, if successful, HP improves by 1.

*Things not covered by Learned Skills are d20 ability checks.

*The Sorcery Skill gives one access to the Wizard Spell list from D&D books - you gotta have the text or tell me what book it's in. Your spells are in the form of runes carved into rocks or power gained from trafficking with demons - but demon magic is visible as an imp on your shoulder or hazy mist around your head.
You can cast as many spells as you find - in the form of defined spells you find completed runes for, or new ones you construct from component runes you find (or demons). Sorcery is rolled both to learn a rune/spell and to cast it. Subtract the level of the spell from your percentage when rolling.

*The Shamanism Skill is to cast Cleric spells. You speak to the spirit over a fresh corpse, binding it to you in the form of a Cleric spell from a D&D book. Some days you could get a lot, some none. Spell level = HD of creature in life. Shamanism is rolled to bind the spirit and cast the spell.

Ranged Attacks (+1 to hit for every 10 points)
Melee Attacks (same)
Hardiness (+1 to all saves for every 10 points)
Armor/Clothing construction
Weapon construction
Architecture (mostly tents and hunting blinds)
Move Silently
Pass Undetected (both leaving no trails and hiding in shadows)
Decipher Languages
Animal Tending/Taming (could work for monsters, too)
Spirit Stealing (attempt to temporarily steal an ability of a recently felled foe, you must have seen them use it)

Other ideas? What am I missing? Comment below or on Google Plus.


  1. Simple cane baskets too advanced? Be nice to have something to haul your dinosaur steaks back to camp in. Weapon list could include blowguns for tribesmen in the tropics...

    1. Great suggestions - I need a general "crafting" skill. I guess I assume that players will suggest anything I leave out that they want, so I don't even try to be comprehensive.