Saturday, October 26, 2024

Warlord class [2e]

 Created using my CP D&D rules

 Updated on 2024-10-29

The warlord is designed to be a non-magical combatant, whose primary purpose is supporting other characters; giving them extra attacks, and bonuses to attack and defense. This can be hard to model in 2e, where such abilities are usually the domain of spells... a cleric can Bless you, or cast Prayer, or a Wizard can use Haste, but let's see what we can build.

Warlord
A warlord is a warrior subclass who, while capable combatants themselves, are highly skilled in the leading of troops into battle. As Warriors, they have a d10 HD, can use any weapons or armor, and receives the warrior bonuses for exceptional Strength or Constitution. Beginning at 7th level, they may make additional attacks per round, as other warriors. They may use general or warrior magic items, and pay standard cost for non-weapon proficiencies of the General, Warrior, and Priest groups. Their XP table is as follows:

Level Experience
2 2000
3 4000
4 8000
5 20000
6 40000
7 80000
8 150000
9 280000
10+ 300000/ additional level
(Suggestion: Just use fighter table)

At 1st level, they may Alter Moods, Read Languages, and know History (including magic items) like a bard.
*Twice per day, they may quickly bind wounds, healing 2hp/level/day
*They may also Inspire their allies within 10 feet; after spending three rounds exhorting and directing their allies, they receive a +1 to attack rolls and saving throws, and +2 to Morale. The bonuses continue so long as the warlord continues to exhort them, and for 1d3 rounds after. The Warlord can walk while Inspiring their allies, but no other action.

At 3rd level, a Warlord begins to expand their skills
*At 3rd level, and every level thereafter, the Warlord learns the language of one human, demi-human, or humanoid creature that they have joined in battle, either as allies or as enemies.
*Also at 3rd level, when a warlord joins battle (leading from the front, or in the melee), their allies gain a +1 to attack rolls and suffer no morale penalties.
*They may train allies in the use of weapons that they, themselves, are proficient with. They may train a number of student equal to their level, and training requires 8 hours of practice a day for a month. At the end of training, the students make an intelligence check; if they succeed, they receive the weapon as a bonus proficiency, without spending slots or character points.

At 4th level, a warlord expands their martial skills; they may choose one tight group of weapons; thereafter, they gain a +1 to hit and damage with those weapons.

At 5th level, they gain the services of a loyal squire. This squire is a fighter of one-half the experience of the Warlord, and will remain in the Warlord's service. Most often, this will be a single-classed fighter of the warlord's race, but, depending on the campaign, other characters may be appropriate.

At 6th level, a Warlord can, three times a day, let out a thunderous battle cry that affects all beings in front of them within 20'. Beings whose hit dice are less than or equal to theirs must save vs. spells or be stunned for 1 d4 rounds from the force of the yell.. A victim who saves is deafened for 1d4 rounds. Beings whose Hit Dice are higher than the character's are unaffected.

At 7th level, they are able leaders, able to effectively direct up to 100 troops/level.

At 10th level, a warlord becomes a warlord, in truth. Their loyal squire becomes the captain of a troop of soldiers (as a fighter's), and they also gain the services of 10d6 0th level warriors. The troop of soldiers comes prepared, but the warlord will need to find arms and armor for 0th level warriors.

There you have it. A Warlord can do well in small-group setting, being a capable combatant... not quite as good as a fighter, but good, getting better at 4th and great at fighting mooks at level 6. They eventually get a sizable army, and they have some basic ability to heal. Access to priest group NWPs means they can learn things like Healing, Engineering, and Literacy.

Saturday, October 12, 2024

Gnome Alchemist [RC]

Again, thanks to Erin Smale's Creating a More Perfect Class https://breeyark.org/building-a-more-perfect-class/

Gnome Alchemist

HD: d4 (100/100)
Saving Throw: Dwarf (400/500)
Attack: Magic-User (100/600)
Armor: Restricted (100/700) (Leather)
Weapons: Restricted (0/700) (Knife, Dagger, Sling, Crossbow, Club)
Spells: Cleric, Magic-User 1/4 (400 + 400/1500)
Skills: Speak Gnome, Dwarf, Kobold, Goblin; Alchemy (General Skill); Science: Chemistry (General Skill) (300/1800)
Racial Abilities: Infravision 90'; Detection Abilities (as dwarves); Saving Throw Bonus as dwarves against poison and spells (300/2100)
Weapon Mastery: Non-fighter (0/2100)
Level Limit: 8th; Name level (-100/2000)

Gnomish Alchemists have studied the art of alchemy to a degree amazing to non-gnomes; far beyond simply brewing antidotes, they may use their arts to create short-lived potions on the spot, by mixing reagents to form an immediate reaction. When they reach 7th level, they may create magical potions of longer duration, as any magician might.

Like magic-users, gnome alchemists must maintain a "spellbook"; in their case, it is quite literally a book of recipes. Their alchemical concoctions are usually the mix of two or more ingredients; stable individually, but causing a reaction once mixed. Commonly, these will be powders placed into a liquid, though they may be two liquids combined, or a powder set on fire.

Alchemists are not limited by "spells per day"; rather, they are limited by the depths of their purses. In consumed components, alchemist concoctions cost one gold piece per level of the spell, and components for a single concoction weigh 10 cns per spell level. An adventuring alchemist must carry these with them, though they may gather 1 gold piece per level worth of ingredients each day with a successful alchemy skill check. Such gathered ingredients will not survive more than the day. At 1st level, they may create concoctions that mimic 1st level spells. At 4th, they may make 2nd level concoctions, 3rd at 6th, and 4th at 8th.

Available Concoctions
1st: Cure Light Wounds, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sleep*, Faerie Fire**
2nd: Bless, Hold Person, Resist Fire, Silence 15' Radius, Speak with Animal, Entangle*, ESP*, Invisibility*, Web*, Heat Metal**, Produce Fire**
3rd: Continual Light, Cure Blindness, Cure Disease, Growth of Animal, Remove Curse, Speak with Dead, Striking, Create Air*, Fireball*, Fly*, Haste*, Protection from Normal Missiles*, Water Breathing*, Protection from Poison**
4th: Animate Dead, Create Water, Cure Serious Wounds, Dispel Magic, Neutralize Poison, Speak with Plants, Polymorph Self*, Protection from Lightning**

Most concoctions are as Cleric spells; those marked with an asterisk (*) are as equivalent magic-user spells. Those with two asterisk (**) are as druid spells.

Saturday, October 5, 2024

Duneright [2e]

Duneright

 Duneright is an attempt to integrate the domain rules from Birthright into Dark Sun. As Dark Sun does not have Birthright's assumed "divine right", nor Cerillia's "basic ability to sustain life", some changes had to be made. This was hashed out on the message boards of The Piazza, and can't be considered my work alone; Stephen Kissinger helped refine the product, and converted the many different Dark Sun units from Battlesystem to Birthright's War Cards. It should also be noted that this is all thorr-kan's fault; he asked if it had been done, and it got in my head.

TL;DR: Some Key Differences

Assuming you are familiar with Birthright, here are some key differences between the domain rules as laid out in the Birthright Boxed Set, and as implemented in Duneright.

1) No blood score. You are not a divinely ordained scion of a dead god; you are an ex-gladiator trying to survive in a desert. Your Regency doesn't come from your blood, but from your blood, sweat, and tears, and from your time and treasure.

2) "Gold Bars" don't make sense as a currency for Dark Sun. They are instead slightly abstracted into "Trade Units", or TU. All references to GB should be in TU. For the purposes of the Finances action, 1 TU is equal to 2000cp, just as 1 GB is equal to 2000gp.

3) No Temple holdings. Dark Sun priestly magic doesn't work off belief, so being able to muster a lot of people praying doesn't aid one magically. Priests and wizards both make use of Source holdings.

4) Subsistence ratings. In Dark Sun, there's no guarantee that your province will be able to support the number of people you have on the land. Not having total Subsistence ratings equal to your Province level will cost TU or RP.

5) No limit to how many people can control holdings of a certain type in a province. Your level 3 province may have three different level 1 Guild Holdings, and several 0 level Guild Holdings that are contesting those.

Thursday, October 3, 2024

Red Card!

 Red Card, a Savage Worlds supplement for playing semi-pro football, is now live!

 



Thursday, July 18, 2024

The Savage Scrolls: Werewolves

 So, I missed that back in December, someone asked me to work up a version of the Vampire and Werewolf for Savage Scrolls (I am REALLY bad about checking comments, I am sorry). As I am actively avoiding other projects and pretending not to, let's play with it!

Note that I have never done the vampire run. I'll do werewolf (one of my favorite things is "rage across skyrim", where you turn into a werewolf and run from bandit hold to bandit hold, killing everyone), but I am incapable of playing a bad guy, so I never do vampire. I'll be borrowing this from UESP, rather than personal experience. Which is why I'm starting with werewolf. This can, of course, be used as a template for any sort of werewolf in Savage Worlds or the Fantasy Companion.

 

Mystic Powers: Werewolf

Tamriel has many types of lycanthropes, and each with different features and means of transmission. Skyrim is home to werewolves, and Solstheim has werebears, while Daggerfall have a varieties of werewolf and wereboar that are passed through semi-magical diseases. The werewolves of Skyrim (discussed here) largely do not spread their condition via a bite, and also have a larger degree of control than the ravening monsters of Iliac Bay.

To become this type of werewolf, one must either be born into a werewolf clan (as seen in Frostmoon Crag on Solstheim), or inducted via ceremony (such as seen among secret groups who would not appreciate my revealing of their ways). Werewolves are universally hated by non-werewolves in Skyrim, as their beast forms are compelled to devour the hearts of their foes. However, it is little known that most werewolves have full control over the transformation; it is a rare circumstance that can compel them to assume the beast form against their will.

A character with this edge acquires 10 Power points, separate from other power points they may have. At will, they may use the Shapechange power to assume the form of a werewolf; seven feet tall, with long arms, digitigrade legs, and vicious teeth. This transformation requires all 10 power points, and requires an exclusive action; you can do nothing else the round you change shape. The shapechange will subsume worn weapons and equipment; these become unavailable, but are not destroyed or left behind. It will last for ten minutes, unless the werewolf feeds.

While a werewolf, the character gains a claw attack for Str+d6 damage. They receive a one die bonus to Strength, Vigor, Fighting, and Intimidate, +2 to Armor and +1 to Size; between the Size and Vigor boosts, their effective Toughness is raised by 2, as well. Their pace increases by 2, and their running die increases by one size.

On the downside, the transformation reduces Persuasion by two die types, and applies a -2 penalty to all Persuasion checks. Manual dexterity is limited, so they are unable to use weapons, or anything more complicated than a door handle. The character cannot use spells, and potions must be used on them. Furthermore, they gain an Environmental Weakness to Silver; weapons made of silver do double damage in their beast forms. Being known as a werewolf will impose the Outsider (Major) flaw upon the character.

Feasting

The werewolf transformation lasts for ten minutes, unless the werewolf feasts. To feast, they must eat upon the heart of a Human, Mer (including Orsimer), Khajjit, or Argonian. The heart does not need to be beating, but it must be warm; in Skyrim, this is usually no more than an hour, or even less in the depths of winter. Such feasting takes two rounds, and while eating, the werewolf is Vulnerable. Each heart so devoured extends the transformation for ten minutes. When finished feasting, the werewolf immediately makes a Natural Healing roll.

Werewolf Power Points return slowly; only one point per two hours. Feasting restores one of these power points with each heart consumed. Werewolves cannot exceed their maximum (10, plus others granted by advanced powers Edges).

Advanced Powers:

Once a werewolf has adjusted to their new form (gained another advance), they may choose Werewolf Edges to bolster their power while in their wolf form. Some Edges provide supernatural powers; others improve the beast form itself.

Howl of Terror:

The werewolf gains 5 werewolf Power Points. While in beast form, they may use Intimidate to activate the Fear power in a Large Blast Template surrounding them. This use requires 5 power points.

Howl of the Pack:

The werewolf gains 5 Werewolf power points. While in beast form, they may summon wolves. The first wolf is 2 power points, and each additional wolf is 1 additional power point. For 6 power points, they may instead summon a single werewolf; additional werewolves are 3 power points each. Mixed groups may be summoned, requiring 6 power points for the werewolf, and 1 per wolf or 3 per additional werewolves. (Summoned werewolves should use the Werewolf stat block in SWADE, p. 191, but remove Fast Healing, Fear, and Infection). As with the Summon Ally/Animal/Monster powers, the duration of the summons is 5, and may be maintained for 1 power point.

Bestial Strength (requires Seasoned)

While in beast form, your claws do Str + 1d8 damage, and you gain a +1 to Toughness.

Improved Bestial Strength (requires Veteran)

While in beast form, your strength increases by one additional die, and you gain an additional die in Fighting.

Bestial Feeding (requires Seasoned)

Your targets no longer must be men or Mer; you may feed upon animals, monsters; any corporeal creature with a heart. However, when feeding from these creatures, the transformation only lasts for 5 additional minutes, and the werewolf must choose between regaining a power point or making a Natural Healing roll.

 

Curing Lycanthropy

It is possible, though various means, to be cured of lycanthropy. Rumors tell of potions, passing the curse to those whose generational lycanthropy is latent, or killing those who originated your curse; each curse will have its own means. Being cured of lycanthropy, however, does not undo that which has been done; you can no longer use your lycanthropic Edges, but they are not replaced with new Edges.

Saturday, June 15, 2024

Odd Jill - Run

 Legs aching, lungs burning, Jill hurtled through the darkened forest, her mind filled with a single word.
Run.
Behind her, she could hear the sharp breaths of her pursuer, and imagined she could see the gleam of teeth, and smell the lupine stink of the beast. But she dared not look back; she couldn’t afford to miss a tree root or branch that may trip her.
Run.
Ahead, a break in the trees. She didn’t know if that would be good or bad; would the open ground let her escape, or would it let the creature overtake her? She scrambled as she overbalanced for a moment, palms stinging where they slapped the soil, willing her arms to help her go faster for the moment her hands had purchase.
Run.
Driven by that command pounding through her veins, Jill missed the cause of the break in the trees; she took three steps into open air, her momentum carrying her away from the bank, before she fell into the river with an echoing slap. Already exhausted, she barely had the energy to flounder to her back so she wouldn’t drown, before pain and darkness took her.

Thursday, May 30, 2024

Jaguarfolk at a Glance [Hackmaster]

 Jaguarfolk at a Glance
Ability Adjustments:
Wis -1
Dex +2
Con -1
Lks +1
Cha -1

Pros:
*Size Medium for HP (10 + Constitution Bonus)
*Low Light Vision
*Free purchase of Listening, Observation, Sneaking, Tracking
*Initiative Bonus & Hiding in Natural Surroundings (as elf)
*Claws: Jaguarfolk have retractable claws on their hands and feet. As a weapon, these do d3p hacking damage; Speed 5, Reach 0. When used to aid in climbing, Jaguarfolk are always considered at least Novice climbers, and the climb is one degree easier. Jaguarfolk may make one purchase of Climbing at half cost.

Cons:
*Native Language is Jaguarfolk. Other langauges purchased in character creation cost 2 BP.
*Strange and Exotic: As animal-like outsiders, the base reaction to jaguarfolk is Disdain; many have to be convinced that they are people. Someone with an Animal Phobia of Felines, or a Superstition that cats are unlucky, will Fear them.
*Clothes and Armor: Jaguarfolk themselves seldom wear clothing, and never wear armor.  With tails, digitigrade stride, and top-mounted ears, Jaguarfolk also cannot wear standard boots, shoes, helmets, or armor. Jaguarfolk of all classes begin without proficiency in armor, though they retain shield proficiency if their class provides it, and may learn shield proficiency normally.  Armor Proficiency requires 50% more BP to learn, and all armor must be custom made. Clothing for colder weather requires a 25% mark-up, mostly in foot protection.
*Magic Aversion: Jaguarfolk seldom use the magic of mages, hybrid mages, sorcerers, or witch doctors; those who do are almost always evil. A jaguarfolk of these classes will have the Nagging Conscience quirk if not-evil. This quirk may be bought off normally.
*Aversion to Cold: Jaguarfolk despise the cold and suffer the following penalties in chilly weather or versus supernatural effects:
•a -1/5% penalty to all rolls/checks when the temperature is below 50° F.
•a -2/10% penalty to all rolls/checks when the temperature is below 32° F.
•save at a -4 against Cold-related spells and effects
•suffer an extra 10% damage (rounded up) from cold related spells and effects


Class Costs:
Fighter 20
Ranger 30
Barbarian 30
Thief 30
Rogue 70 (they do not have the social exposure to use many of a rogue's skills)
Assassin 35
Mage 50
Fighter/Mage 35
Fighter/Thief 25
Mage/Thief  40

Clergy: Deities common among the Jaguarfolk are the Shimmering One, the Great Huntress, and the Bear (who they, quite reasonably, do not envision as a bear).  These clergy are available for 30 BP. Uncommon deities include the The Traveler, The Watcher, The Storm Lord, Risk, and the Laugher. These clergy are available for 40 BP. Some darker tribes worship the Emperor of Scorn, the Seller of Souls, The Prince of Terror, or the Vicelord. These are also available for 40 BP. Other deities are relatively unknown among the Jaguarfolk; they require 70 BP.

Captain: 70
Sorcerer: 40
Illusionist: 50
Outdoorsman: 20
Shaman: 30
Witch Doctor: 40