Monday, September 18, 2017

Different Thieves


This is sort of based on the T&T Rogue and that "good at/bad at" system someone put together (I forget who?) and Telecanter's famous rogue but adapted for a FLAILSNAILS style experience and with an eye on this setting I've been creeping toward. Normal Thief proficiencies/restrictions/XP thresholds/saves/HD.

Each level choose 1 thing you are Skilled at. Whenever you would roll to do that thing, you roll an extra die of whatever kind you're rolling (usually a d20 or d6). You may always elect to take the higher roll or not, for the rare situations you might want to roll lower. If more than one roll is successful then the DM may either improve or multiply your success effect or grant you some additional boon, at their discretion.

At first level and at every even-numbered level you may either choose two Skills or one Expertise, which is a Skill that grants you two extra dice.

At third level and at every odd-numbered level you become capable of using a different kind of magic item.

At first level whenever a Robber employs a non-combat skill while engaged in combat their allies EACH gain a damage bonus for that round equal to the Robber's level. If the Robber is off opening a safe during the gnoll fight then this doesn't apply.

Thieves who reach level 9 do not choose a normal Skill that level but instead gain either an Expertise in an existing skill or Supremacy in an existing Expertise. Supremacy grants an additional die as well.

At level 9 a Robber decides whether to become a Fighter or Magic-User and levels up from there using the Robber XP chart, gaining any abilities by-level as if they were the new class. She no longer gains Skills, Expertise, or Supremacy. You do, however, gain a new ability score: Fortune. Once per day per level of Fighter or Magic-User the Robber possesses, they may take their Fortune roll in place of an attack, damage, or saving roll.

So what are Skills? They're something any character may attempt but they get only one die per shot, while Robbers get up to 4. This includes metagame concepts like the wandering monster check (which you can chalk up to the Robber's evasiveness) , initiative, surprise, navigation through wilderness with a map, etc. It includes pure combat elements like to-hit rolls, maintaining a grab, two-handed fighting. It includes old skills like Rope Use, things like LotFP's Architecture, 4e's Endurance, 5e's Persuasion, and Cooking and Herbology and Mapmaking and Tattooing and Seduction and Camouflage and Smithing and Disguise and Impressions and Handling Your Ale.

If you ask for something weird for a Skill it's up to the DM, who always gets to define when your Skills are appropriate. Don't go thinking you can just take Skills in Fighting and Stealing and call that lunch.

Monday, September 11, 2017

Strange Monks

Image result for fat cobra





Boxer


HD: as Dwarf
Save: as Dwarf
Attack: as Dwarf
Advance: as Dwarf
Requirements: No ability score lower than 9 (or qualifying for the class with a Requirement Roll)
  • Boxers may use any armor and may use any weapon. They may not use a shield but gain a shield bonus if holding a two-handed weapon.
  • A Boxer's stances and techniques are limited by any armor, however. When a Boxer is the subject of an attack, hazard, or effect targeting their AC the Boxer rolls 1d20 plus their Wisdom bonus. If their result is higher than their own AC, the attack fails or is mitigated. If the Boxer's result is higher than both their own AC and the aggressor's to-hit result, the Boxer may make an unarmed attack as a free action. In this way an unarmored Boxer is always a safer, more fluid fighter.
  • A Boxer may also fight unarmed, doing less damage overall but gaining an added benefit. A Boxer's unarmed damage is equal to twice their highest ability score bonus. This unarmed damage is considered to be whatever type of damage the Boxer's target is most vulnerable against, including elemental damage or silver or holy water. Enemies who can only be harmed by magical attacks will be harmed by the Boxer's unarmed strikes.
  • At each level from 1 to 9 you may choose to make an additional unarmed attack per round or elect to learn a Special Move. Special Moves can be performed on your initiative and may duplicate the effects of a single piece from the Equipment List for a round. There is no limit to how weird you can get with this but a movement technique will always take place during a movement phase, an attack effect will always take place during attack phase, etc. This extends to armor and weapons; while armor bonus gained this way will not count against you for your evasion/counter rolls, the higher damage potential from unarmed damage duplicating weapon effects will NOT benefit from your normal unarmed damage's ability to bypass resistances and exploit weaknesses.
  • At level 9 Boxers become Masters. They may elevate level 0 characters to level 1 Boxers with only a day's instruction. Additionally they must choose to walk the path of perfect body, perfect mind, or perfect spirit.
    • Mind- At each level starting now you may pick one Skill or Language from your game and consider yourself 95% proficient in it, only failing in your attempt on a 1/d20.
    • Body- At each level starting now you reduce all physical damage, including from poison or elements or falling or other hazards, by half your level.
    • Spirit- At each level starting now you may choose one spell of any level from the list of your campaign. You may cast this spell once, and you are forever immune to its effects from other casters.
  • Boxers may advance to level 16. At level 16 you WILL be killed and one of your pupils will gain +5 levels in order to seek their revenge.

    Monday, August 28, 2017

    Rogue Time Lords

    Related image 

    HD, Saves, Advance as Cleric. No armor or shields, no weapons. Time Lords never gain XP from treasure. They may use any magic item or scroll. They may advance to level 16.

    Time Lords have five abilities.

    Regeneration

    When a Time Lord is reduced to 0HP make a save vs. Death Ray. On a successful save you Regenerate. Roll d100; if you roll above your Constitution, you survive and take on a new form. You keep your XP and levels but re-roll all ability scores and re-roll your HP. You may do this 12 times. Everyone at the table except you gets to describe some new affectation of dress or personality quirk by which you must now abide.

    Omniglot

    A low-level psychic ability allows you to speak and read any written language; the DM may roll 1d8 twice in a row to make an exception but must get an 8 both times. If dealing with creatures with no spoken or written language who are nonetheless capable of language you may get only vague emotional states.

    Plot Devices

    Once per day you may produce from your pockets some gizmo or other that allows you to roll 1d30 in order to accomplish a task. If you still fail you must make a save vs. Wands/Devices or the DM may make up some worst-case-scenario bullshit to complicate your current situation. If you roll a 30 you not only succeed but may use the same gizmo once more before the day is out.

    Hypnosis

    A target must save vs. Petrification/Gaze or be under your influence. You are considered to have Charisma 20 (+5 bonus) for purposes of extracting information from a neutral party, intimidating/forcing a morale check for your enemies, or controlling your hirelings in a complex or life-threatening situation.

    Oncoming Storm

    If you survive to 9th level or your 9th incarnation, whichever comes first, you gain proficiency with all weapons and armor, gain the Thief's Sneak Attack ability, and gain a one-time-only d100 roll with a Plot Device (though rolling 100 gets you a second use). You detect as Chaotic Evil.

    Tuesday, August 22, 2017

    CaBH Magic + 4 Magical Kingdoms

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    Using Magic in Feng Shui involves having a Sorcery value (or Creature value) for your primary or secondary attack. It is also rolled like a traditional Action Value in order to use it to make the equivalent to Arcana checks, or to turn up a magical contact, or similar things. Where most characters have a place on their sheet reading Fortune or Chi or whatever yours says Magic, and is used as both a pool of points to spend to activate magic effects and points to be spent on more standard Fortune dice.  If a Fortune check is prompted against you and you succeed you can easily get away with describing yourself succeeding with some supernatural flair, even if you don't have a relevant schtick.

    Schticks are great but the hardest thing to break people of when they're new to the game is thinking with their schticks. Tony Jaa probably doesn't have a specific schtick to do a somersault axe kick off the back of an elephant into the back of some dude's head in Ong Bak II but he sure fucking did it. There's nothing stopping a zen Buddhist monk from also being a high flying stunt driver and there's nothing keeping IMPEEERATOHH FURIOSHAAAAA from trying to use a magic amulet if she finds one. Your starting AV might be less than great (defaults to 7) or the difficulty might change but you still have a shot. True for action movies and for the kinds of children's fiction informing this game. The lifeblood of most Feng Shui games' sorcery is a plain old magic missile style Chi Blast, just a good old zap. That's fine for a lot of stand-up fights and will even be quite helpful during racing legs but the other shticks available to magic peoples are going to be more effective here, especially the ones that let you do well during Pit Stops (and therefore build Teamwork points).

    Only a handful of Types have magic baked in or have the opportunity to learn it as they advance. In theory anyone could seek our some witch and learn a few tricks with enough practice but we will not really afford time for such.

    Most of these Types will come from kingdoms rife with magic, where their power is stronger, but not always. Maybe your racer comes from a more mundane nation where your special powers make you a true standout. Maybe you're from somewhere magic isn't even supposed to be possible, like one of the steaming smoking machine kingdoms. Maybe you're just a ghost, ghosts come from anywhere. That's fine, just be aware that your powers will be affected by the region you're in.

    It also shouldn't need pointing out that other Types can come from the more magical kingdoms. Camelot had Big Bruisers too. Sigil still has street sweepers. If you want to show all those fancy wizards that some punk kid can become more famous than any of them then by all means, go at it.

    Once you run out of Magic points you're out of juice unless you find some kind of potion or geomantic nucleus to let you top off. Normally they all come back at the top of the next session but there's lots of reasons that might not happen.

    _____________________________________________________

    Serapter is ruled over by the Marquis DuPont, a man at once like an old tree and the shadow of that tree. He has borders within his borders, the Circles of Hell, concentric rings featuring differing degrees of penetration by supernatural planes of existence. There is the Demon Ring, the Spirit Ring, the Nightmare Ring, the Midnight Ring, the Goblin Ring, the Bone Ring, and the Crimson Ring where stands All's Hallow Hall, a castle as big as a city and residence to the Marquis' enormous and ever-growing family. The Marquis is definitely NOT a vampire, why would you even ask?

    Wigviauln is a place where the practice of magic is so common it is used for daily tasks. Small elemental creatures and magically animated constructs are found here but that's about it. Wigviauln citizens do every job under the sun but with a bit of magical flair. Then there are the spellcasters. Druids, maguses, priestesses, warlocks, witches, sorceresses, mediums, wizards, any kind of magical practicioner, specialization, or tool you can name: all of these are found here, in the world's top center for magical research and understanding. The government of Wigviauln is somewhat corrupt, based on an enormous academic committee honoring truly arcane seniority and tenure traditions. The young Librarian, Sheila Lala, sits at the top.

    Goroshi is rich in mystical presence if you know where to look, or how. Attend the right shrine, bathe in the right spring, knock on the right log, and you might summon a spirit - perhaps the spirit of that log, or of the forest, or the spirit of trees. You are always watched but rarely interfered with. Obviously-supernatural things do happen but they are accepted as a common thing to plan around, like a thunderstorm or like harvest time. There is a very respectful, congenial relationship between the people here and the many spirits of nature, machine, and emotion. When a spirit gets out of line, though, humans are expected to handle it themselves. Almost every top exorcist from SEDAN comes from Goroshi, and the Goroshi government (headed by President Iku, though he prefers "Mr. President") even has its own department to head up human and spirit world affairs. It's anyone's guess how many people on that department are spirits in disguise.

    Hobbits As Consolation Class

    Image result for rankin bass hobbit
    Inspired by this and this and I guess this and this.
     HD, Saves, Attack as Thief. Requires 2 Ability Scores of 6 or less. You may use no armor but leather and may use one-handed weapons/small weapons/d6 weapons, but nothing that needs two hands apart from a shortbow. You may use a shield with a melee weapon but if you do then your weapons only do 1d4 damage. The shield grants you an extra point of AC bonus from what normal folk get. No speed penalty but you can carry a quarter of what a normal human can.

    Instead of tying your bonuses to which specific values took the hit when you rolled up your pawn I'm just going to give you a list. You have up to 6 pts to spend, 1 for each shitty ability score. None of these effects improve as you level and you can't choose any of them more than once. If your scores are reduced below 6 later in game you do not get new abilities, but neither do you lose these abilities should your scores later improve.

    Speaking of leveling: if you are part of any successful adventure or perilous scrape that results in a member of your party leveling up then you level up. You don't track XP and certainly not gold for XP because. Your fortune is the fortune of others. You may still only advance to 8th level.

    At 8th level you gain any Hobbit powers you don't already have, are free to establish your own private Estate and attract a bunch of distant relatives to live on your lands, are considered fluent in the language of any creature you met in your journeys, and may choose to Retire. Retirement is important because you can come out of retirement ONCE and be treated like a level 16 Fighter by those around you, also gaining equivalent to-hit and save benefits.

    The effects you get to choose from are:

    Charming Manner: +3 Reaction roll
    Escapist: Like "shields shall be splintered" without the shield; if you can explain how being little, thinking carefully, or leaps of faith might have spared you from what might have been a disastrous magical effect, hazard, or killing blow, then congratulations - you made it. Usable once per day. You can expend your use for the day to conveniently be able to wriggle out of bonds or through bars or whatever and get away, so long as there is the narrative possibility.
    Barrel Rider: You gain a swim speed equal to the fastest land speed in the party, can hold your breath for at least 2 minutes, and do not suffer check/attack roll penalties associated with being underwater.
    Forager: You have a 3/6 chance of finding enough food to feed the party in wilderness or grasslang, 2/6 in a city, 1/6 in a dungeon.
    Bravery: Whenever a fight breaks out you may elect to suffer from Fear, as the spell, and immediately make a saving throw, making a save at the top of each round. If you save against this effect then you may consider enemies you engage this round to be under the effects of Fear for a number of rounds equal to what you experienced, minimum 1, no save.
    Christina Ricci: If you wander away from the party for one Exploration Round and are not immediately accosted or killed then you may rejoin the party at any point by declaring yourself to be inside something nearby, like a chest or barrel or cabinet or monster corpse. You do not have to explain how you got there, it just has to be barely big enough for you to fit into; rooms, closets, wagons, etc are not a suitable use for this.