Friday, October 9, 2020

Permissions

This is the license for anyone wishing to use, reuse, rewrite, share, or publish anything on this site.
 
I retain full and exclusive possession of all Basic Red RPG, Adder Entertainment, and Dungeon Mix articles that are found on their respective pages to the right (in desktop mode; if you're not sure what's what in mobile mode maybe wait until you get to a laptop or console). I do not grant blanket permission to use these in any form other than linking the original articles. However, feel free to ask.
 
The remainder of the articles on this site are to be considered the Available Material.

Anyone can reshare, modify, or use any of the Available Material as much as they want so long as you credit me, link this site when you credit me, and post a link to where you shared it.

Anyone wishing to include any of this Available Material or its derivatives in a truly free published product or a product for charity may do so with permission, so long as they credit me, link this site, and  provide me a copy of it.

Anyone wishing to include any of this Available Material or its derivatives in a pay-what-you-want or paid published product may do so with permission if they provide the following: credit, a link to this site, a copy, and compensation ($1 minimum for a PWYW product, $10 for zines/compilations, inclusion in larger or more expensive/expansive works must be negotiated case by case).
 
Compensation can be paid using the PayPal button to the right (again, on desktop); just comment what it pertains to at the time you make the transaction, please.
 
A "copy" here means either a PDF or a code for a free POD copy or something like that. If the only method of publication is physical then WEIRD but okay, please still send me a copy. I may also decide to take a physical copy in lieu of other compensation if we can work it out between us....
 
If there is ever some confusion as to what constitutes the Available Material you must reach out beforehand, not plow ahead and ask forgiveness later.
 
I'm no lawyer so some changes may occur to this license from time to time, but I will honor good faith attempts to abide by it; screenshot this page when you use the Available Material if you want to be able to shut my ass up later.
 
Within the bounds outlined above, this stuff is yours now. Thanks.

Tuesday, June 2, 2020

Sunsetting This Place

I started this as sort of an R&D space and ready source document for games I was running using Basic and Expert over Skype. In time I started reading more, writing more, playing and running more, and as I started sharing things on G+ I started kind of writing to a specific audience and voice. I was never as active on Hangouts as I wanted to be but being in those wild world-hopping games that grew out of Hangouts cross-play meant that I started to prioritize different things in what I designed. I think most of this was innocuous enough and I don't really regret the people I met and the opportunities the Work afforded me. But it's a pattern I'd fallen into before, where unconsciously I was holding myself to an impossible standard of a character. Holding my potential future against my present, and holding some perception of how I thought people thought of me against how I was actually feeling at any given time.

When I had to quit my job and lose my house and move and lose my autonomy it caused a lot of pain and I handled it so badly that I damaged pretty much every relationship over it. Like when my grandfather died I suddenly had this unhealthy drive to make the time I spent making and enjoying my pastimes "count," "matter." This sucked a lot of the joy out of it and made it harder than ever to persevere to finish something, which meant I'd never really achieve a goal I didn't fully realize that I'd set for myself.

In the, what, five or six years? since then I've tried to rally and get back to recapturing the feeling of the Work from before I let things sour. There have been times when I've rallied, maybe even made some decent stuff. But it's not coming from a place of heart, discipline, or inspiration. As I've played less, run less, read less, bought less, as the social webbing I took part in for this hobby disintegrated for one reason or another, I have gotten myself pretty thoroughly removed from everything.

It's been rewarding to get into this hobby right before it was set to explode into a global phenomenon eclipsing even the early 80s, with more diverse creators, products, and viewpoints than ever. I can only imagine what it must be like for those of you who were into this shit since you were young. But I don't think my voice has value in this conversation. I won't claim a place in that transformation.

You could argue that I "left" years ago, to be sure, so yes I do feel stupid writing this now. I'm not walking away entirely, or forever, and in fact I'm actively creating material and running a game on a consistent basis for the first time in about a century. But without wishing to annoy anyone reading this, this just doesn't entirely feel like me any more. I'll be taking the best of it with me - or at least, the stuff I care about most. The Adder Entertainment and Dungeon Mix articles may find a place if I start a new blog, probably on a different platform. A few articles might go away. Someone else will have to host the linklist I collected for the FRACAs, probably someone from the Discord. This place won't go anywhere, though. Not until Google takes it down. I'll put the rest of it under one of the CC licenses which I'll post here next, and finally. I'll also organize and streamline this site a little whenever I get drunk.

Comments won't do much good but you can shoot me an email, my address to the right doesn't show up in mobile mode but that's....good. This should be the place on Discord I hang out in. Questions, comments, concerns, requests, hit me up. And if I have a new place to show off I'll mention it here.

Friday, September 13, 2019

Tossers

WHAT ARE YOU LAUGHING AT?!

So Tossers are also called Hucksters, Fastballers, Throwmeos, and Motherchuckers. And they are in all respects FIGHTERS with one step better HD than normal in your game. In all other respects they are Fighters.

EXCEPT


They are proficient with no conventional weapons. They are proficient exclusively in found, hurled weapons, which they can hurl their Strength-plus-Level in feet. This includes enemies. This includes fellow PCs.

When throwing an unattended object..... 

Treat it as a 1d3 item and use the higher of your Strength or Dex bonus to determine a hit. If it isn't something you could conceivably shove with your same Strength score, like a wall or an obelisk, you can't throw it.

When throwing an enemy....... 

You may attempt an unarmed attack roll plus your Strength bonus (if any) to grab an enemy on a hit. You can elect to keep the enemy grappled/held as per normal rules or you may throw them as part of the same action. At 1st level you may hurl any enemy with 1HD or less. At 2nd you may hurl any enemy 2HD or less, and so on, up to 9HD. Enemies of roughly humanoid/demihuman size and shape with more than 9HD may also be hurled as long as 1) their total HD is lower than your level and 2) they get a saving throw vs Paralyze/Petrify to land safely.

Enemies who take fall damage this way are treated to have fallen an additional 20'. An enemy making contact with a solid object take 1d8 damage plus your Strength bonus (and if the solid object is like spikes or a trap or on fire they may suffer other effects).

An enemy colliding with one or more enemies means you roll 1d10 damage plus your Strength bonus, and then the DM distributes the damage among the victims as she sees fit.

When throwing a Party Member.......

You may use the higher attack value between you and the thrown PC, and the higher damage between the two of you, and the PC gets a Death save to land safely. This effectively uses the thrown PC's turn in concert with yours so ask for consent and Throw Responsibly(tm). If the PC gets any bonus to a successful hit like Sneak Attack or a magic weapon effect it can go off thanks to your roll. This by definition moves the thrown PC. You cannot throw a PC with more HD than you.

Summing up the main rules of this class are:
No Weapons
Throw anything you can move normally through Strength
Throw any enemy or PC with HD equal to/less than yours
Throw high level enemies if they are basically people of a lower level than you who fail their save
Throwing distance is your Strength+Level in feet.

Tossers may wield no magic weapons unless they are specifically meant to be thrown, like Thor's hammer, and may only wear magic rings and gloves that improve their throwing power or accuracy. Also potions and uh....capes. Magic capes.

At level 9 they do not establish a kingdom or attract a bunch of acolytes but they become proficient in all weapons. They also become famous for throwing things, and can earn lots of money throwing things for people for fun and show, and signing autographs.

Monday, May 6, 2019

Request Line: Doomseer

Doom Slayer class. Rip and Tear the forces of hell
So am I right that this is just the space marine from Doom? Because that's what Google thinks. That's just a Fighter or maybe a Paladin with a different equipment list though, I think. It's hard to extrapolate when we get less about this cat than we got about Master Chief. How about

So an early Dying Earth story concerns this woman created in a pod by a science wizard but he makes her wrong. She thinks beautiful and good things are vile and monstrous and responds to everything with hate and violence. Her perceptions aren't inverted, it's more like the scale just shifted drastically: the truly abominable still registers as horrible, but in fact seems EXTRA horrible. By the end of her initial story she has come to understand that the world is not as she experiences it, what she has believed from birth is a lie, and she sets herself a path to strive for goodness and beauty and hope in a world where she experiences none of these. She just has to follow an inner compass that knows these things exists but there's no North, no needle, so she has to spin wildly and try to rely on trial and error and degree of revulsion and...

actually she shows up again immediately and gets fixed. By a guy who turns pretty and then they love each other. My. How interesting, Jack. Good write job.

How about this:

You can choose to level as a dwarf instead of a fighter. If you do, then you're in hell. Everywhere you look, everyone you see, carries the taint of the infernal wrack. The DM has to describe anything you ask them to in diabolical terms. This puts you on high alert: you are only surprised on a 1/6, and never surprised by demons or devils. Moreover, a true devil/demon can never hide itself from you, because they stand out as truly grotesque things. Illusions, charms, invisibility, polymorph, whatever would hide a hellish influence from another person falls away for you. These creatures shine out like a beacon. And when you see them, they KNOW you see them, magically, and make a Morale check.

It's a pretty simple mod that can add a lot of flavor and be played a few different ways, while giving you some mechanical advantages that will mostly play off later in the game when your crew goes a-horror-hunting.

Monday, April 8, 2019

Evolutionists- I'll Make A Man Out Of You

If you have clerics then use those numbers. If you have druids even better, use those numbers and use these guys instead. You can't use weapons and armor.

You have three abilities.

I Choose You

You can transform any animal with less than 1HD into a humanoid who acts/saves as a Fighter of half your level (min 1) with 10HP, whose unarmed strikes deal 1d8 damage. You can only have one such effect active at a time and the transformation only lasts until they defeat the enemy you summoned them to fight - not "the guards" but "Greg the guard" - or until they are reduced to 0HP or you revert them to their animal form at will. There's no limit to how many times you can use this per day. At level 6 you can do this with creatures who have 1HD and all creatures retain any special abilities that it would make sense for them to have, like echolocation for bats or heat detection for snakes.

Rock, Paper, Scissors

You have a number of Primal Forces equal to your level, choosing which new ability you gain each level. These may be taken multiple times. On your action you may invest one of these Primal Forces in an animal or animal-humanoid you have created. These are refreshed after a night of snoring and farting. You can also regain one Primal Force through the expenditure of Amber.

Healthy- Target gains 1d8 to their HP even if this takes them above their starting HP.
Ferocious- Target's unarmed attacks deal +1 damage and are considered magical.
Gentle- Target's unarmed damage uses 1d12 but only does non-lethal/stunning damage.
Arms- They already have arms but now they can have either a big fuckoff melee weapon that reaches 15' away or a powerful shortbow with unlimited ammo; all weapons and ammo vanish when the animal reverts.
Surprise- An animal's target suffers from the effects of Confusion until it is reverted.
Cautious- This can be activated when the Evolutionist or one of their animals would be hit, even from surprise: the animal transforms and becomes the target of the attack.
Will- The animal gains a mind of its own, along with the capacity for speech. It is totally obedient.
Move It- The humanoid gains any special movement the animal possessed, like burrowing or flight
Feast- The humanoid kills itself but stays at its big size, providing delicious rations for a whole party.
Defense- NOTE: ONLY WORKS WITH TURTLES. The humanoid's head and arms collapse into its chest. It gains +4AC, blindsight, and its kicks become magic.

Power of Nature

You can carry up to your Dexterity score in small animals on your person. If you would take damage from a weapon attack you can say that one of your animals stunted the blow, subtracting the dead thing's HP from the damage you would take. In addition, you can use any animal as a weapon. Snakes become nunchuks, hedgehogs become shuriken, alligators become greatclubs. They deal damage according to the weapon they are emulating but they suffer the same amount of damage. Once they're dead they no longer function as a weapon. You can invest a Primal Force in these animals in order to heal them and send them on their way.

Toad Style

At level 9 you gain the ability to turn a willing or terrified humanoid into an animal of 1HD or less and carry them with you. If they take damage from any source they instead revert to their pre-animal state.