Showing posts with label starting characters. Show all posts
Showing posts with label starting characters. Show all posts

Thursday, February 4, 2016

Some Species and Classes of Panfalia (DnDish DIY Race and Class)

The madness continues. Note that the base system is Lamentations of the Flame Princess, but I am altering things to separate Race and Class. I'm call Race "Species" and adding an XP tax, essentially.

Species of Panfalia

Tiefling





The offspring of a human and...anything else, pretty much. They are commonly the angsty "straight man" to the humor and optimism of the average Panfalian. Occasionally a Tiefling will end up just as jovial and earnest as the rest.

XP Requirements
Level Gained
XP Needed Above Class Norm
2
1000
3
1500
4
2000
5
3000
6
4000
7
5500
8
7000
9
10000
9 + none; advance as class

Special:
•Roll 1d4 times on the Tiefling Appearance Chart

•Roll 5 times on the Tiefling Ability Table or 1d4 times on the Chaos Attributes Chart. Let me know if you have trouble interpreting your result as something LotFPish.

•Any Ability result on either table can be discarded for a roll on the Tiefling Special Side Effects Table.

•You may not choose your result at any time; if you play a Tiefling, you must leave your initial abilities to chance.
(click to make it bigger.)


Octopoid


Octopus - inspired by +Michael Curtis 's blog entry here.
You are an Octopus. You can breathe both air and water. You probably live on land, even in a town, but probably have relatives that still live in the water - either at the base of the fearsome Sea Mount, or in the Ocean of Incompletion. Your head rises about 4' off the ground, and if you stretched out rrreeeeaaaalllllyyyyy far, your tentacles would be about 10' in diameter.
While there are Octopi of many types, the Octopi of Panfalia are generally known for their dry wit and luxurious taste. They will often adventure to gain fabulous riches, then blow it all on lavish furnishings and a lush (but tasteful) party. They are afraid of mustaches, however.


An Octopi's Stealth skill increases naturally as they age - this is reflective of their natural camouflage, getting better at mimicking their surroundings. Likewise, their ability to use the suction cups on their tentacles to climb. As they get martial experience and their balance improves, Octopi learn to balance on fewer tentacles and use more for activities like attacking. This does not allow those of spell-casting classes to cast more than 1 spell in a round, however.
Octopi have malleable bodies, allowing them to fit through small spaces. The lack of an internal skeleton makes them less structurally sound of course, and they may only carry half of what a human of similar ability scores could. Also, all armor must be especially made for the Octopus, and costs 10x the usual amount.
Note the addition XP required to reach each level above that required by the Octopus's class.


Octorok - Pretty much copying Rey's version here.
This species of Octopoid left the water long ago, and have developed some odd adaptations! They only have four tentacles, and their bodies occasionally produce an internal rock - which they can eject with great velocity! These rocks have a range of 40', and firing one takes the Octorok's entire round. Add any bonuses that would normally apply to projectile weapons.
An Octorok may attack with a bare tentacle for 1d4 damage. Octoroks can re-roll a miss in melee combat if a second tentacle holds a weapon or is free. They must balance on at least two tentacles at all times.
An Octorok can leap 10' high from standing, and leap twice their normal move if they haven't fired a rock this round.


Octoroks may carry normal shields, but can only wear specially made armor that costs 10x the usual amount. 
They have something of a rivalry with Octopi, but it is more of a bickering, one-upsmanship relationship than outright fighting. 


Vat Spawn


Pretty much as written here by Jeremy Duncan (who drew the picture above) or in Secret Santicore 2011 (I know they are slightly different). They require the same additional XP to reach each level as Tieflings do.
XP Requirements
Level Gained
XP Needed Above Class Norm
2
1000
3
1500
4
2000
5
3000
6
4000
7
5500
8
7000
9
10000
9+none; advance as class

To be written in the future: Magical Animals (think Jake from Adventure Time, but he's like level 10).


Classes of Panfalia

The long peace of the Beast-King has led to a proliferation of information and a complicated network of apprenticeships across Species boundaries. Any species above (plus Humans and Magical Animals) may be any Class.


Fighter, Specialist as LotFP. No Magic Users or Clerics.

Ranger as LotFP Halfling, but as a class.


Shaman - Two types:

Dream Hunter as written by +Patrick Stuart here. I can feel him cringing at "Dream Hunter".

Goblin Enchantress by +Benjamin Baugh and +Cédric Plante here.

EDIT: can't forget Alices as written by +Zak Smith and featured in A Red And Pleasant Land. Panfalia has those, too.

Tuesday, February 2, 2016

Yon Squires and Humans of Panfalia (DIY DnD Race and Class)

I occasionally have the urge to run a game of whimsical fantasy, where I can riff and imagine and create without trying to square everything up or be limited by something that came before. Something like a deadly Adventure Time!, something a little like Swamp Thing and good anime mixed with Turbo Kid (the movie).

Anyway, whether any of that reflects what's coming out, I got inspired the other day and wrote a little thing, and am hoping I can recapture that lighting on the day (a week later) that I actually have time to run it. 
The Eternal Beast-King of Panfalia is once more out of ImmorTea. The people call for your help! His last Moly Knight of Panfalia has grown too old to travel up the Sea-Mount of Panticore to retrieve the sacred tea leaves from the highest peak. The younglings are not yet old enough or trained enough to become Moly Knights and face the terrors of the Sea-Mount. Will you, sinistersous traveler, brave the Sea-Mount and bring back the leaves, so the Beast-King can stay young another>mumblemumble< years?
Since future Moly Knights must earn their own Objects of Deeds and Wealth, the Objects of Deeds and Wealth of past Moly Knights are offered as a reward. The history of the Moly Knights is long and storied in Panfalia, and the citizenry are in awe of the offered treasure, but too afraid of the terrors of the Sea-Mount to brave the task. I mean, the Sunglasses of Susan and the Flip-Ups of Dwane Wayne are on offer! The Armor of the Turbo Kid! Scaldalous!
They are also afraid of a future without their Beast-King, who has kept his Kingdom peaceful and prosperous for centuries. The Panfalia Blabbler, that horrible gossip-rag run by notorious flumph Gydrion Gantz, speculates that political dissidents may arise were the Beast-King to visibly age.
A few people don't have low level FLAILSNAILS characters and want to make new characters for this, so I'm going to start toying with another thing I keep poking at - something like D&D Basic or LotFP with Pendragon and separate race and class. I'm using LotFP as a base, with skills rolled on a d6 and so on.

O busk, O busk, my maries all,
O busk and make ye fine ;
And we will on to yon shore-side,
Invite yon squire to dine. 
'Will ye come up to my castle
Wi me and take your dine ?
And ye shall eat the gude white bread,
And drink the claret wine.' 
'I thank you for your bread, lady,
I thank you for your wine ;
I thank you for your kind offer,
But now I have not time.'
-The Kitchie-Boy, Child Ballad number 252; Roud number 252


YON SQUIRES OF PANFALIA

Two types of youth become Yon Squires: those who wish to become Moly Knights and those who have not yet settled upon what they wish to do and want to assist in all walks of life until they decide. Generally they are earnestly helpful and deferential, or cleverly sarcastic yet hardworking.

HD: One die smaller than Fighters in the current system, or 1d6
XP Advancement, Saves: as Fighters
Skill Points: +1 every level, including the first
Armor useable: Medium
Weapons useable: all
Special:
•+1 to all rolls made to assist another PC who is making the primary roll to perform a task 
("One of you can roll a Strength Check to try to open the door, and another can roll to help them." If the Squire is in the helping role in this scenario, the Squire gets +1 to their roll and adds an additional +1 to the primary character's roll if successful).

•Upon gaining a level with a party member who they have played with in every session since the last level, the Squire can choose to gain one of that party member's class abilities as if first level. 
(A Squire who adventured with a Magic-User may gain the ability to cast and know 1 1st level spell once a day. A Squire who adventured with a Specialist may choose to gain an extra Skill point, and so on.) Even if the other party member is using race-as-class, the Squire may learn one of their first level abilities.

•(Optional) Parties that contain a Squire get 10% above the awarded XP for the session.

•At 4th Level, a Squire may choose to permanently change to any other Class, and apply all of their gained XP to that class, immediately changing to the appropriate level. The Squire loses all Class Abilities gained as a Squire. If they have adventured with a PC of another race who is using race-as-class rules, the Squire may even assume that race as their new class, although the Squire does not actually change race. They are assumed to have spent downtime training with the other character (or relevant NPCs) in their abilities. Note the Squire must have spent in-game time with a PC or NPC of the appropriate class (or race), and cannot switch to one that has not been mentioned in their adventures thus far.

•Squires may use the above ability to become a Moly Knight at 4th level. This is the only way to have a Moly Knight PC.

•Upon gaining 5th level, the Squire has lost the ability to change to another class, but may still later become a Moly Knight if their Glory is positive.

Humans of Panfalia


The centuries-long peace under the Beast-King's rule has caused Panfalia to become a center of trade for lands all across the world. It is a true melting pot of species and cultures. Humans are common, although by no means dominant (The Beast-King is not human). The human visitors and citizens come from a wide variety of cultures, ways of life, dress, and skin variations.



XP Requirements: as Class +100 per level (+100 extra to gain 2nd level, +200 extra to gain 3rd, etc)
Skill Points: 1 extra at first level
Special:
•The first time a Human gains Glory points (or goes into the negative), their Glory moves 1 extra point. (If a Human gains glory, they gain 1 more point; if they get negative Glory, they get one extra negative point). This only happens the first time.

•May use Skill Points at first level to instead increase an Ability Score.

•May roll Intelligence to learn basic communication (1 or 2 word "sentences") in a language they encounter this session; if successful, lasts the rest of the session.

•Reaction Rolls of non-evil creatures are modified by 1 in the Human's favor.


(note: decided to change "race" as referred to in RPGs to "species" for this setting after I wrote the above entry. I changed it in one or two places but have pretty much left the entry as originally written.)

Sunday, March 30, 2014

Quick n Dirty PC Generation for My New Home Game


Roughly LotFP-based, except race and class are separate, non-fighters progress (slowly) in combat, and magic is this system. Players are new to D&D or haven't played in a long time, so I'm keeping things simple. I'm compiling this for me, but hey, why not share?

1. 3d6 in order (Str, Dex, Con, Int, Wis, Cha); you may swap one. Then derive Power score (highest two of Int, Wis, Cha -28).

Ability Score Modifier
3                          –3 
4–5                      –2 
6–8                      –1
9–12                     0 
13–15                  +1 
16–17                  +2
18                        +3 

2. Choose race:

-Normal Human (no adjustments)

-Vesperblood (humans with ancestors who interbred with magical beings, requires +200 times level XP to progress in level over normal humans in class; IE +200 for level 2, +400 for level 3, etc)
--Earthkin (+1 Con, -1 Dex, +1 on rolls related to Earth Elementals, LotFP Dwarf Architecture bonus)
--Airkin (+1 Dex, -1 Str or Con, +1 to rolls related to Air Elementals, 1/2 falling damage)
--Firekin (+1 Str or Cha, -1 Wis, +1 rolls w/Fire Elementals, 1 Dmg Resistance & +3 saves VS heat)
--Waterkin (+1 Wis or Dex, -1 Int or Str, +1 rolls w/Water Elementals, double breathing & movement in water)
--Tiefling (+1 Cha or Wis, -1 Cha or Wis, +1 rolls w/Demons/Devils, sense magic/spirits by concentrating 1 round and rolling under Int, +1 Stealth)

-Moogle (~3 ft tall anthropomorphic cat or rabbit with tiny bat wings; +1 Wis, +1 Dex, -2 Str, +1 Pow, requires +500 times level XP to advance to next)


-IronGen (~7 ft tall steamwork automaton; +2 Str, +1 Con, -2 Dex, -1 Cha, -1 Pow, LotFP Dwarf encumberance bonus, +1 Int Check to repair self with other steamworks or generally operate them)


(more races will be available if PCs make friends with them as they adventure)

3. Choose Class:
-Barbarian (Zak's Random)
-Fighter (as LotFP; I may allow Zak's Random one later if people get antsy)
-Ranger (Zak's Random)
-Specialist (as LotFP but +half level to hit round down, or Zak's Random Rogue)
-Sorcerer/Witch (+one third level to hit IE +1 at level 3; edited to state cannot wear metal armor)
Class determines HP, Saves, level progression, etc, modified by race as above

4. Choose Equipment:
Everyone in the first session is starting as a teen (age 12+1d6) in a mining town near the edge of a steam powered magitek empire. People who start later will get more adventurey equipment options.
To start: Spend 1d6x10 SP in LotFP, GP in AD&D, or roll 1d20 below until you get the same number. You can reroll duplicates that are not the same number if you want (IE if you roll a 3, then a 5, you could reroll the 5).
1. candle
2. hammer and 2d6 nails
3-5. knife
6. leather apron and goggles +2 AC
7. sturdy hat or protective mask +1 AC
8-10. Backpack
11. hatchet
12. flint and steel
13. mirror
14. 10 foot pole
15. marbles or jacks
16. 25 ft rope
17. lantern +1d4 flasks of oil
18. lockpick
19-20. 1 day's rations

EDIT: Then roll 1d10 on this table:
1. wrench
2. bow and 10 arrows
3. a ranged weapon that is not a bow
4. bolt gun and 2d4 bolts
5. bolt of cloth
6. jug of water
7. compass/pocketwatch combo
8. spyglass
9. key to parent's Rouncer (a 10 ft tall two legged tank-like thing that fits 2 people. All weapons have been tripped from them in this setting, but they are useful for overland travel)
10. 1d4 jars of lard

I may use some tables to determine parent's occupation and resulting starting equipment or bonuses; if so I'll use the Hill Cantons Compendium or DCCRPG.

Wednesday, December 26, 2012

Kalak-Nur Character Generation

+Kalak Nur is FLAILSNAILS, so you can bring in a character and play them according to the rules in the originating campaign. If you make a new character, however...

1. Roll 3d6 seven times, write them down in order§. STR DEX CON INT WIS CHA. You've got an extra one, right? You can switch that out with one of the others that you're unhappy with, or not. Whatever number is unused multiplied by 10 is your starting gold. Ability score mods are as follows:
3:       -3                   Most Ability checks are "roll under"
4-5:    -2                   STR gives bonus or penalty to Damage in Melee
6-8:    -1                   DEX gives bonus or penalty to Hit 
9-12:   0                   CON modifies HP, starting and gained at every level
13-15: +1                 INT modifies starting spells for non-cleric spell casters and starting languages
16-17: +2                 WIS modifies starting spells for Clerics 
18:      +3                 CHA modifies starting gold number before it is multiplied by 10
                                WIS+CHA mods +level = total henchmen/hirelings/animal companions possible

2. Pick a Race/Class, roll for HP, write down all the stuff you'll need to know during play like abilities and all that.
-Human: Any Basic (Labyrinth Lord or DnD Basic), Random Fighter / Ranger / Thief, Basic RangerBlood DruidGadgeteerMachine BondedHacker
-Bug Man*
-Mining Goblin*
-Droid*
-Members of any race may become a Bounty Hunter or Beast Master, but take on the abilities of that class instead of their racial abilities.
-Elves native to Kalak-Nur are very very rare, antagonistic to other races, and hide their racial identity while enacting their schemes in human settlements.
-"Aliens" crashed here from other worlds such as "normal" DnD Elves, Dwarves, Halflings, Battle Princesses, Mole Men, etc are rare, but exist.

* = coming soon on this blog right here!

3. Spend that starting gold on a Basic DnD or Labyrinth Lord equipment list or use the 3d6 roll on the chart at the bottom of this post then modify the GP from your chart result by your CHA modifier.

4. Figure out where you're from.

-Humans, Bug Men, and Elves can be from anywhere but are extremely rare in the Westlands. Users of any kind of magic tend to hide their abilities in settlements to avoid attracting the attention of Mocata's Justicars, who regulate magic use with an iron fist. Licenses are available for specific uses.

-Fire Lizards keep close to or in the underground, so keep to The Westlands, Targenmoor, Vance, and the mountains to the East when above ground.

-Mining Goblins are mostly found in their collectives underground in the Westlands. Sometimes those who have become orphaned from their collectives are found in larger human settlements like Baksheesh and Targenmoor. They are also found as caravan guards between settlements in the Grey Waste.

-Droids are mostly found working on Victarion's Plantation in the Westlands. How or why some are found as hirelings or adventurers in the Grey Waste and East of there is not really known.

-Bounty Hunters and Beast Masters are found anywhere (but again, rare in the Westlands.)

-Elves are usually found in secret underground organizations fermenting insurrection and making sure diseases spread in larger human settlements.

§Hey man, if you feel really strongly about using the Lab Lord or old school DnD order of Ability Scores, make yourself happy.

What do y'all need to know that I missed?