Showing posts with label Dreamlands. Show all posts
Showing posts with label Dreamlands. Show all posts

Wednesday, August 15, 2018

Dr. Theophilus' Traveling Show. A Classic/OSR Murder Circus


I had an urge a while back to build a circus. A shady circus. A murder circus.
This is that attempt.

I think I've left it generic enough to be included without trouble into a variety of genres; fantasy, horror, western, 1920's, etc.

Dr. Theophilus' Traveling Show
The Traveling Show pulls up near a town or village. The head of the circus/ringmaster Dr. Theophilus and the strongman Brunaldi enters town to find the local authority. They will ask permission to camp and put on their shows, sweetening the deal for the local authority by offering bribes and a possible cut of profits.

Once the proper amount is negotiated (or enforced with charm magics) the bright yet shabby tents go up, banners fly, animals are groomed, food stands are fired up, the freaks and performers are prepared, and fliers are handed out by clowns and acrobats. Tickets are available at the booth and the show begins!

While this is happening agents of the Circus will enter the town and find prime locations to rob. They will quietly do so.  If seen committing a crime they will ruthlessly kill any witnesess. If anyone in authority challenges the Circus after this, or demands more bribe money,  they will be killed with impunity and the Circus will travel on, gating to another place far, far away thanks to the dimensional device in Dr. Theophilus' wagon. Sometimes the performers and freaks give into their dark nature, desires, and frustrations and atendees will turn up missing, mutilated, or dead in the wake of the Traveling Show.

Dr. Alphonsus Theophilus, 48, LE
Conman, magician, and all around shady character. Theophilus is a traveler from another dimension lost in reality. Stranded in his current universe he is obsessed with gathering wealth and magics to find his way back to his home dimension. He heads the Traveling Show and uses its potential for profit, information gathering, and robbery to finance and aid in his dream. He will sacrifice anyone or anything not useful to his quest. He retains the broken dimensional gate device which brought him to this realm. It still functions to open a temporary gate from location to location in this reality, with restrictions. He retains strict control over the behavior of his 'employees' but has to occasionally let their darker natures out or risk rebellion and loss of valuable attractions. He has also grown concerned with the presence of the frighteningly unnatural Boppo the King Clown but has so far kept his composure and avoided confrontations.
Magic User- 5
Hp 15
Ac 7/12 (+2 Ring of Protection)
Save Mu 5/11
Special:
Int 16, Wis 15, Cha 15
Spells: Dr. Theophilus favors the following spells.
1st: Charm Person, Detect Magic, Protection from Evil,  Read Languages,  Read Magic, Sleep
2nd: ESP, Invisibility, Locate Object, Phantasmal Force
3rd: Hold Person, Lightening Bolt
Items:
Potions: Extra healing, Gaseus form
Ring of protection +2
Wand of Detecting Magic, 20', 11 charges
Pistol (1d8), whip (1d2, 10' reach)
Ringmaster hat, clothing

The Gate Device
This collection of whirring gears, smoked mirrors, and cracked crystals fits in a 4'x4' cube. It can be used to open a gate from its current location to a point up to 555 miles distant. The device will allow anyone with spell-casting abilities (spells) scry a safe location and open the gate. It will stay open for one full turn and is large enough to drive a loaded circus wagon through. It can be used once every 24 hours.

Brunaldi the Stongman, 36, NE
Brunaldi is large, bald, mustachioed, and tattooed. He spends his time performing feats of strength and boxing challengers after hours. He is the second in command of Dr Theophilus. Brunaldi is always looking for a way to make himself more valuable to his master and will betray other members of the Circus to put himself in a better position with Theophilus. He is watching Magda the knife-thrower carefully as she has become squeamish with killings.
Hd 5
Hp 34
Ac 8/12 (leather)
Save F5/10
Special:
Str 18, Con 18
Unarmed: +2 extra bonus to hit, 1d3 + 3 damage, two attacks per round
Items:
Axe (1d8+3 dmg)
knife (1d4+3 dmg)
Thick leather vest, bracers, wide belt

Sabre-Fist, 30's, LE
Sabre-Fist falls into the category of both performer and freak. The son of a famous mercenary he lost his hands in an accident as a child. His father strapped blades on his stumps instead of prosthetic hands and continued to train him. Sabre grew up to be a lethal mercenary and assassin with his trademark blades, now implanted into his arms. His ego allows him enjoys the lifestyle of the Circus; performing tricks for the crowds and defeating challengers to show his skill, but his true passion in life is the perfection of his fighting skills. Women, drink, money, none holds his interest.  He has entertained the idea of fighting Boppo the King Clown; he's seen what the sinister clown can do with his maul, but to his shame is afraid of the King of Clowns. He loathes this cowardice and loathes to take orders from those he considers his lessers and  is vying for Brunaldi's position as second in command and this can cause friction between the two. He is attended by a young mute named Minerva (Hd 1) who attends to his personal cares due to his lack of hands.
Hd 5
Hp 37
Ac  3/16
Save F5/10
Special:
Str 16, Dex 18, Int 13
Dual weapon attack (no penalty) or parry with one for a +2 Ac bonus.
Implanted forearm blades (1d6+2), +1 bonus to Initiative: the implanted blades give him a quickness advantage.
Items:
Chainmail armor, clothing, boots, leather hood and mask

Magda Cordalena the Mistress of the Knives, 31, N
Magda is of Gypsy (Vistani, etc) blood and is an exotic beauty with black hair and eyes. She is a skilled knife thrower and performer and has found a place for her skills performing. She stays with the Circus for a cut of the profits but she is bothered by killings and disappearances caused by the others. She remains out of fear of Dr. Theophilus' magics and of Brunaldi's watching eyes. She is terrified of Boppo the King Clown and avoids him and his clowns when possible, often hissing at his clown's to get out of her way. If the Circus is destroyed she will run far and fast from the remains.
Hd 3
Hp 18
Ac 4/15 (leather armor)
Save Th3/12
Special:
Dex 18, Int 13, Cha 16
+2 extra bonus to hit with throwing bladed weapons.
Can attack four times per round with throwing bladed weapons (no penalty).
Pick Pockets/Sleight of Hand (70%)
Items:
Knives (1d4), darts/razor cards/razor blades (1d2)
Leather armor, clothing, boots

Aluwiscious Doyle the "Magnificent Flame Tongue", 27, NE
A mean, skinny, burn-scarred man dressed in bright yellow and red tones with hair dyed a shocking red. Doyle is a pyromaniac and will burn anything around him that he can get away with. His favorite tactic of attack is to approach a victim from behind and spit a stream of fire on him. Evil little bastard. He is held on a tight leash by Dr. Theophilus and Brunaldi but will be turned loose for maximum carnage when required.
Hd 4
Hp 18
Ac 7/12
Save F4/11
Special:
Dex 16, Wis 13
Firebreather: Ranged attack, stream of fire 15' long, 2d6 damage first round/ continues to burn for 1d6 in the 2nd round, Save for half damage. One an attack roll of one: 1 or 2 on a 1d6 chance to light self on fire for damage.
Items:
Burning brands (1d4 fire damage)
Fiery bottles: Ranged, 30' range, 15' splash area, 2d6 first round/1d6 2nd round, Save for half damage
Gaudy clothing

Jessup, the Archer, 38, LE
Jessup is a skilled bowman, a natural hunter, and showman. His past is a mystery to the rest of the circus. Jessup is an assumed name. He is wanted far away for the murder of his brother and sister-in-law in a fit of passionate jealousy and rage. His number one priority is his safety and separation from his former identity. If either is challenged he will attempt to kill the threatening person on the spot and preferably hide the body in the woods. He is paid well by Dr. Theophilus and doesn't mind using his skills to murder for his master. He holds himself above looting, rape, and other practices he considers barbaric. If a particularly lucky or skilled opponent gives him a good fight or chase he may let them escape as long as they do not know his secrets.
Hd 4
Hp 30
Ac 6/14 (leather)
Save F4/11
Special:
Str 16, Dex, 17, Int 15, Wis 16, Cha 15
+2 extra bonus to hit with bow attacks
One extra bow attack per round
Ranged sneak attack, +4 hit/x2 damage if victim unaware
Move Silently/ Hide in Shadows (65% outdoors, 33% in non-natural settings)
Track and Survival (60%)
Items:
Bow and arrows.
Dagger (1d4+2)
Black leather armor, black clothing, boots, belts

The Amazing Vardowski, 45
Vardowski is a Psychic (see Mentalist HERE) of some skill and little self control. Dr. Theophilus keeps him as Vardowski's ESP abilities are of great value in finding marks for robbery and other secrets of value. He drinks heavily to calm his nerves and help prevent him from unleashing his powers when angered or frustrated. When this happens he often unleashes his Frightening Aura ability to force others to leave him alone. He does not have the will nor motivation to escape from Dr. Theophilus' influence. His nerves are fragile and he lives in constant fear of himself and the others. If given the opportunity to escape he will simply return to his wagon and get drunk. If he runs into Boppo the Clown he loses all composure, screaming and foaming at the mouth til he can escape to his wagon, bar the doors, and pacify himself with drink and drugs if he has any. He will never discuss Boppo if asked.
Hd 4
Hp 13
Ac 9/10
Save Mu4/12(Two bonus vs Magic and Mental)
Special:
Dex 17, Int 15, Wis 16, Cha 15
Frightening Aura (2 per day, 30', Saving throw -1 penalty or leave his presence for four minutes)
Charm Person, Silence 15' (1 per day)
ESP ( 3 per day)
Items:
Lots of whiskey or other strong drink
A few doses of depressant drugs
Shabby suit, tarot cards, fake crystal ball

The Forever Man, 40's, CN
The Star of the Freak show. He was found by the Traveling Show on a blood-soaked battlefield, curled up naked and bathed in blood. His mind was gone. Jessup the Archer fired an arrow into his chest to put him out of his misery. When the Archer retrieved his arrow the Forever Man came back to life. He was immediately chained in a wagon. He is utilized as a geek, eating live chickens and rodents, much to the horror of the Circus attendees. At the after hours show, in a closed and guarded tent, patrons can pay a large amount of coin to torture and even kill him for their amusement. He never stays dead long. A filthy skinny hairless man dressed in rags and chained by the neck. If freed he will attack the nearest person (even the one who freed him) and attempt to strangle that person to death. He will then eat their corpse if allowed.
Hd 2
Hp 8
Ac  9/10
Save F2/14
Special:
Int 3, Wis 3, Chs 3
Regenerate: 3 hit points per round, even after death, all damage.
Strangle: if the Forever Man attacks and scores a hit he automatically strangles his victim for 1d6 damage per round unless the victim makes a Strength check with a four penalty to break free.

"The Merman"
Otto, 47, Deep One Hybrid, LE
Otto is a gangly tall mess with a pot belly, protruding eyes, fishy lips and skin, and lanky hair. His hands and feet are webbed. He is content to spend most of his time in his tank and talk shit to passerby's. He will occasionally sneak out at night, unable to stop the call of his lineage, to forcibly pass on his genes to some poor victim. When the Circus does devolve to chaos and murder he will happily join in to vent his evil nature.
Hd 3
Hp 18
Ac 7/12
Save F3/12
Special:
Str 17, Con 13, Chs 5
Darkvision 30'
Gills
Small claws (1d4+2)
Swim 150'/50'
Items:
Dirty fish tank, shabby clothes for his out of tank expeditions

Boppo the King Clown, ?, CE
Boppo is the head clown and a mystery to the others. Dr. Theophilus and the others truly cannot remember when he joined the Circus. They merely have a shadow of a feeling that he joined on at some point and something is dreadfully wrong. He is a silent, sinister force in the Traveling show, always in the background and directing the clowns until he makes his presence known on the mid-way or in the ring with tricks and pratfalls, appearing as a jolly if large clown. When his true nature is revealed, smile dropped and dead flat eyes staring, he becomes terrifying parody of himself to those who behold him.  The other performers avoid him when possible and theorize he is a Boogey-man and Theophilus remains silent on the issue. Boppo does as he is asked, accepts no pay, and has thus far not interfered with Theophilus' business.
Hd 6
Hp 40
Ac 5/14
Save Th6/10 (Two bonus vs Poisons)
Special:
Str 16, Dex 15, Int 17, Wis 15, Cha 14
Backstab, +4 hit/x3 damage
Hide in Shadows, Move Silently, Pick Pockets/Sleight of Hand (75%)
Maniacal Fury (2 melee attacks per round)
Maniacal Rage (all melee and unarmed damage is one dice higher damage)
Mute
Panic (When Boppo drops his smile and shows his true nature those who see his face must make a Saving Throw or all attacks against Boppo are at a -2 to hit. Many will flee for their lives. This is in effect until the victims elude Boppo or honestly believe they have given him the slip.)
Tough (2 point AC and Save vs Poison bonuses)
Items (with Boppo's Maniacal Rage ability):
Clown clothes, makeup, trick items
Garrote (1d4+2)
Knife, Hammer, etc.  (1d6+2)
Two-handed maul (1d10+2)

Boppo's Clowns, N
Minions of Boppo the Clown they appear as ordinary clowns in makeup. They perform normal clown duties: entering town to pass out fliers, entertain at the mid-way, etc. They appear perfectly normal until called by Boppo to serve his bidding. Smiles fade, eyes glaze into a sinister stare, and they become cult-like in their docility towards the King Clown. They will obey orders from Dr. Theophilus (thus far) but if other performers give then orders they will look to Boppo for permission.
Hd 1
Hp 7
Ac 8/11
Save F1/14
Special:
Backstab, +4 hit/x2 damage
Hide in Shadows, Move Silently, Pick Pockets/Sleight of Hand (60%)
Items:
Clown clothes, makeup, joke and trick items
Knife, hammer, etc.  (1d4)

The Incredible Grimwaldos, N
A small family of circus acrobats and thieves loyal to Dr. Theophilus. Members of the troupe sneak out during performances to rob prime locations or lead the way for others in the Show. If things turn bloody they will hide until the carnage passes. They have no stomach for blood but will defend themselves if attacked.
Hd 2
Hp 10
Ac 6/13
Save Th2/14
Special:
Backstab, +4 hit/x2 damage
Hide in Shadows, Move Silently, Open Lock, Pick Pockets/Sleight of Hand (55%)
Climb Walls/Acrobatics (95%)
Items:
Performance clothes, lock picks, climb gear, rope, etc
Knife, club, etc.  (1d4)

Attendants
A number of young roustabouts travel with the circus to aid in manual labor or act as assistants in shows. Dr. Theophilus will target troubled youths, runaways, etc with his personal charms and sometimes magic to fill the labor ranks. They mostly keep their mouths shut as they like the pay, food, shelter, and travel. Occasionally one will cause too much trouble or ask too many questions and disappear. They are written off by the others as breaking the Circus code of silence. They are usually 1 Hit Dice NPC's although some may have special abilities such as limited Thief skills, etc.

Attractions
Freaks
Feats of Skill
Tricks (Mundane, Magic, or Mental)
Animals ( a few thin monkeys, apes, a tiger, and many snakes and reptiles)
Food
Games
Elixirs and Poultices

After Hours
Bawdy Show (acrobats and performer assistants)
Gambling
Boxing with Brunaldi
Sword fighting with Sabre Fist
Torture the Forever Man



Saturday, April 14, 2018

Freddy Kreuger for Survival Horror Games. OSR

One of the most iconic supernatural serial killers in cinema.
Here's his story.


Freddy Kreuger
Dream Demon
Hd 5
Hp 33
Ac 12
Hit +5
Save 11

Dream Master
Freddy can manipulate the dreamscape as he desires. He will often take the normal dream and twist it in strange and dangerous ways adding hazards and other obstacles to confuse and frustrate his victims. Treat him as a DM creating a dungeon.

Freddy cannot be permanently harmed nor destroyed in the Dreamworld. He takes damage normally; if the dreamer has an assault rifle in his dream it can do damage to Freddy, if Freddy summons a vat of acid and falls into it he is damaged, if the dreamer slashes him with a machete he takes damage. However...

Any damage done to Freddy is repaired if he takes but a single round to rest and do no other action or moves. If he is brought to zero hit points or lower he appears to die.  He then reforms in a new body 3d6 rounds later in the location of his choice.

In Dreams........
Falling Asleep
If a DM rules a character is in danger of falling asleep he can call for Constitution checks to stay awake every 15 to 20 minutes. Each roll is at a cumulative 1 penalty until the character falls into a coma-like dream-state. At first they will not realize they are asleep and the characters are now at the mercy of Freddy's depredations as he attempts to play upon their fears.

Fear Checks in the Dreamworld
Fear is the key to Freddy's killing sprees. He cannot damage the dreamers until he has made them afraid. He manipulates the dream, often based on their fears or desires he senses in the dream. He can manipulate the dream environment (recreating his boiler room is a favorite), alter their bodies, mutilate himself, kill dream versions of their loved ones, etc. His power to do this is limited only by the DM's imagination. This manipulation causes a dreamer to make Saving throws or be afraid. Each Saving throw failed by a character gives Freddy the ability to damage him or her. The more failed Saving throws the more damage he can do.

After the first failed Saving throw he can do 1d4 damage to a dreamer, the second gives him 1d6, the third 1d8, and so on up to a maximum of 1d12 damage. When a Saving throw is successful the dreamer is less afraid and the damage is reduced back down the scale in the same way.

The form of the damage done can be as simple as slashing the victim with his glove or as complicated as pulling the veins from their body and using their dream body as a puppet. The DM has  huge amount of fiat in this to simulate Freddy's control of the dream. This is how he can appear as a snake or a tv with arms. The form of attack is just flavor to get damage done.

If the dreamer fails his fear Saving throw he is at a disadvantage: all of the dreamer's combat rolls with Freddy (except damage) are at a 2 penalty and Freddy has initiative over the frightened dreamer although he will often let them go first and do their best to damage him in order to show them how helpless they are when it does not stop him.

Once the fear Saving throw is made and damage is figured out combat proceeds as normal. Initiative, attacks, Saving throws: all are normal combat procedures. Damage done by dreamers is normal damage based on what they have with them in their dream or what they can improvise.

Once the victim reaches zero hit points or less Freddy has free reign to kill him in the goriest and imaginative way possible. He may keep them alive for a few rounds to sadistically enjoy their terror before snuffing them out.

Combat with Freddy in the dreamworld is a losing strategy. The dreamers must stay awake or find a way to destroy Freddy outside the dreams.

Waking Up
Once locked into the coma-state that traps a dreamer in the dream he or she can attempt to wake up and escape. The dreamer must make three Saving throws. They take up an entire round, no movement or other actions, and do not have to be made immediately one after another. On the third Saving throw they instantly awake. Wounds acquired in the dream are retained in the waking world as well are small objects the dreamer was holding.

A dreamer can be awakened by those outside the dream if at least 1 hit point of damage is done to  the coma-like dreamer. This pain instantly awakens the dreamer.

Vulnerabilities
Freddy can be pulled from the dreamworld into the real world if he is grappled by a dreamer and that dreamer is awakened.

Once in the real world he has no power to manipulate reality. He will attack primarily with his bladed glove (1d6) twice a round. He is not above picking up other weapons and using them.

Killing him in the real world has so far not permanently killed him. He will return to the dreamworld to wait for more victims.


This was a difficult write-up for me, especially working up the mechanics of the dream combat and Freddy's omnipotence in dreams. I tried to keep it within normal game mechanics without too much complication especially with Freddy's abilities to cause endless varieties of damage and illusions. The potential for mechanics bloat is amazing. Hopefully I accomplished avoiding this with the fear Saving throw effect mechanic.  Running Freddy will call for quick decisions and a lot of imagination on the DM's part. Enjoy.

Monday, January 8, 2018

The Sleazy Dandy Class. OSR

The Sleazy Dandy  
"To live and die before a mirror"

Historically a dandy is a man who takes great  care with his appearance and mannerisms, often dressed in flamboyant clothing and affecting cultured or aristocratic mannerisms, hobbies, and language.  Dandy's are not Fops. Fops are a French court craze and can be identified by their white face makeup and wigs and carefree behavior . Dandy's are serious and demand respect; Fops are irreverent and demand attention

The Sleazy Dandy takes the style and sensibilities of a Dandy and puts them to use making a profit from gambling, favors, and good old fashioned conning and thievery. Beautiful on the outside, ugly on the inside.

Sleazy Dandy
Prime Requ: Charisma
Exp: As Thief
HD: 1d6
Save: As Thief
Attack: As Thief
Armor: Leather. No shield.
Weapons: Cane, dagger/knife, light crossbow, pistol, rapier, razor, razor edged cards, sap, shortsword/sword-cane, throwing knife, whip.

Class Abilities

  • Hear noise, open locks, pick pockets, and backstab as a Thief of equivalent level.
  • Gambler: adds +1 to gambling checks (1d6, high roll wins) at first level, an extra +1 at levels 3, 6, 12, and 20.
  • Contacts: With a successful Charisma check the Sleazy Dandy may ask one favor of a contact for things such as information, access to restricted information or areas, etc. The favor will be things not generally available to the average citizen. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Dandy is difficult or unpleasant. The Sleazy Dandy adds a bonus of +1 to the check at levels 4, 8, 12, 16, and 20. The Sleazy Dandy can use this ability once per adventure at level one and an extra time at levels 5, 10, 15, and 20.
  • Schmooze: Equivalent to a Charm Person spell once per day and one extra time at levels 4, 9, and 16.


Limitations
The Sleazy Dandy has a reputation of being fashionable, well groomed, and obsessive over his appearance and mannerisms. To maintain this he must spend at least 50 gp per level per month on clothing, fine cigarettes, alcohol, gambling, etc to maintain his lifestyle. If he fails to do so his Charisma and bonuses for his Contact rolls are halved and those he tries to Schmooze receive a bonus of +4 to their Saving Throws. 

If his clothing is damaged or his appearance dirty or disheveled the above penalties apply until he gets himself cleaned up and in fresh fashionable clothes.  

To maintain his appearance his equipment must cost at least twice the normal prices due to fine tooling, gold inlay, etc. Of the rack is not an option for the Sleazy Dandy.

Wednesday, February 15, 2017

A few more necromantic items. OSR

To go with these.
The DM may consider allowing his players the chance to find or actually create a few of these items with the proper ingredients, time, and rituals.

Bone Flute
A hollow thighbone of a ghoul with finger holes and sigils carved into it. When played the flute summons 1d6 ghouls to the location of the flutist. The location must be somewhere that ghouls congregate, such as a cemetery or necropolis, and the flute must be played until the ghouls arrive. The time of arrival is at the DM's discretion; if no ghouls are near the flutist may play to exhaustion without success.

Once the ghouls are drawn to the flutist he can bargain, threaten, etc for their services. They are not bound to serve, the flute only draw them, it does not bind them.

Brand of Subjugation
This black iron brand is used to control unwilling victims. When heated and pressed to the flesh of a human, demihuman, or humanoid the brand scars the victim doing one point of damage and forces the victim to make a Saving throw. If failed the victim must obey any commands to the best of his or her ability. This control lasts until the brand is removed. The branded cannot remove it themselves and removing it causes 1d2 points of damage. If the Saving throw is made the victim still takes damage and is branded but is not compelled to obey.

The brand is usually placed on a part of the body easily covered by clothing allowing the subjugated to blend in with those around him or her.

Coffin of the Sainted Lazarus
A coffin of ancient wood and rusted iron bands. It is a powerful healing relic. Living beings locked inside the coffin heal 1d6 hit points per hour in the coffin or regain a level which has been drained if they spend a full eight hours in the coffin. The effect is cumulative. Twenty-four hours in the coffin rejuvenates three drained levels, etc.

Cylinder of Summoning
A red wax cylinder played upon a gramophone or Victrola device. The recording is of a deep chanting voice reciting a spell to summon a dark spirit, a banshee. After five rounds of play the banshee appears near the device and launches a contest of wills on the person who started the recording: each must roll a Saving throw, modified by Wisdom bonus or penalty. The winner is the one who makes their Saving throw and rolls highest. Ties are re-rolled. If it wins the banshee will attempt to kill everyone present, beginning with the person who started the device, then destroy the cylinder and free itself. If the banshee loses it will follow the instructions of its new master. The creature will remain in the world as long as the cylinder continues to play. If it is shut off or destroyed the banshee immediately fades away. If the banshee is brought to zero or less hit points the cylinder cracks and crumbles into uselessness.

Ghost Chimes
Summons a specific ghost whose bones are used for the chime. When chimed at midnight of the deceased's death anniversary  the ghost appears within 1d6 rounds and will remain for 1d4+2 rounds, answering one question per round. The ghost only has the knowledge it had in life. When the effect ends the ghost fades away and cannot be summoned this way again.

Ghoul Salve
A bottle of  thick makeup paste, created from various herbs and ahes and fluids of the dead. Once applied it will allow the appearance of being undead for one hour. Allows the user to move among low or non-intelligent undead. The bottle will contain 1d4 doses.

Slave Coin
A large silver coin with the image of an eye on both sides amid decorative print of chains. The coin, when flourished in front of a human, demihuman, or humanoid, will hypnotize a target unless a Saving throw is made. The target will follow all commands given. The effect lasts for one hour. The victim will not remember what has happened to them if commanded to forget and they fail a Saving throw. Harmful commands such as murdering a friend or killing themselves will warrant another Saving throw to avoid the attempt. If it is made they will not carry out the order even if given to them again, no Saving throw is required this time. They will still be under the influence of the coin but will be confused until another command is given to them.

Spirit Candles
Summons a specific ghost whose fat, ash, or dust are mixed into the wax of the candle. Functions exactly as Ghost Chimes. The candle burns rapidly and is completely melted at the end of the effect.

Violin of Summoning
A battered violin of unremarkable appearance. When played for 2d6 minutes of uninterrupted play the violin summons a demon n a whiff of sulphur and crackle of electricity. The demon can only be summoned once every three days and remains as long as the violin is played or the demon is dropped to zero or less hit points. While summoned the demon is linked to the violinist and will know what his master desires and will carry this out to the best of its ability. This link also allows the violinist to know when the demon has been defeated.

After the first hour of frantic playing the violinist must roll a Constitution check to keep the tune. This must be re-rolled every ten minutes (turn) after the first roll. Once failed the violinist collapses and the demon is sent back from whence it came.

The Demon of the Violin
A man-sized, cancerous looking toad-thing with massive fangs, frog legs, and a body full of muscular tentacles with a ten foot reach. It is often used for assassination or thievery. 
HD: 6
HP: 35
AC: 5/14
Damage: 1d6 bite, 1d4 four tentacles, possible constriction
Special Abilities: constrict, immunities, spell like abilities
Save: 12/F6
Move: 120/40
Alignment: Chaos
The demon's primary attacks are its vicious bite and four tentacle attacks per round. The tentacles can attack four different targets and if two hit the same target they wrap around the victim, constricting for an automatic 2d4 damage per round until a Saving throw is successful. The victim can take no other action in the rounds he or she  is trying to break free.

Due to its otherworldly nature the demon only takes half damage from attacks other than iron, magic, electricity, or cold. It is immune to fire. The demon can see in the dark up to 90' and has a number of spell-like abilities (dimension door, invisibility, spider climb) which it can use at will with the spells' normal restrictions. 

Zombie Coins
The coins are of aged bronze with a death's head on the face and a pair of crossed scythes on the flip side. When found they come in a set of 1d6+2. The coins allow a living being to control zombies. By placing one coin under the controller's tongue and one under each zombie's tongue the controller can command them. The controller cannot move more than a walk and can only concentrate on controlling the zombies. He cannot attack, defend, or cast spells. The magic of the coin allows the controller to see and hear through the zombies and he can control them all at once. Once a zombie is destroyed the coin can be reclaimed and reused.

A Note on Dust and Powders...
Dust and powder have a rich tradition in folklore. Voodoo zombie powder, hoodoo goofer dust, witch powder, etc.
These can be simulated in a variety of effects in game with necromantic flavor.

The magical treasure section of most old school rule books contain the Dust of Appearance and Dust of Disappearance.
Here are a few more ideas:

Barrier Powder
When poured on the ground it creates and undead barrier. Undead of five HD or less cannot cross. Those of six or higher must make a Saving throw to do so.

Dust of the Black Lotus
When ingested acts as a Confusion spell.

Dust of Harm
When flung at incorporeal creatures, living and dead, it does 2d6 damage per dose.

Powder of Reanimation
When poured into the mouth of a corpse no more than three days dead it creates a servant zombie.




Saturday, October 1, 2016

Mythos and Mayhem Redux..Classic Lovecraftian Mythos gaming for Basic and OSR Games



I've made a few changes to the classes I had come up with for Mythos and Mayhem.
These are the revised versions of those classes. The big changes are the max level from 10 to 12, renamed Burglar to Crook and Scoundrel to Con-Man, cleaned up and altered a few class abilities (especially for the Detective, Explorer, and Soldier), as well as added the classes of Gunman, Pugilist, and Sailor for more flavor.

The original post (found here) still contains info on weapons and vehicles.
The optional investigator classes of Spiritualist/Medium, Mentalist/Psionicist, The Witch, and Magician as well as magical options are up to the DM/Keeper for availability.
If they are allowed they are considered non-combat classes (+1 to hit per two levels.)

As always they are identical or almost identical to my other period game classes: Colonial, Pirate, Victorian, Western, etc. Classes not represented here can be easily swapped in or out by the DM.

On to the revised classes.....


Investigator Creation
Experience:
As Fighting-man, Fighter, etc.
Note: I don't bother to track experience in these games. They can be quite deadly. If the Investigators survive two adventures I level them up. Nice, easy, and less bookwork for the DM. Do as you will.

This also allows for multiclassing. You can limit the number of classes or allow them to keep mulitclassing as they go up in level.

When a new class is gained add attack bonuses together. For class ability checks, backstabs, and saving throws choose the best of the classes; they do not stack.

Attributes: 
Roll your favorite method.

Attribute Bonuses/Penalties:
Swords & Wizardry +1 at attribute score 13 and higher.

Class Ability Checks:
Base chance for success is 10 + level + attribute bonus or less on a 1d20.
Untrained, if allowed by the DM, is a 5 + attribute bonus or less on a 1d20.

Level Limit:
PC's and Human/oid NPC's are limited to 12th level maximum.

Hit Points: 
Maximum HP at first level. HP limit of 5 levels.
You still gain better ability checks, better Saves, better bonus to hit, etc but not Hit Points.

Armor Class: 
Normal Armor class, and modifiers are used.
Firearms  reduce the effectiveness of armor and shields. See my firearms rules here.

Starting Money: 
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 dollars as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

Character Classes
Con-Man
Crook
Detective
Explorer
Gunman
Minister
Physician
Pilot
Pugilist/Martial Artist
Sailor
Scholar
Soldier
Thug

Con-Man
Hit Die Type 1d6.
Save As Thief
Hit +1 per 2 levels
Prime Attribute (5% experience bonus): Dexterity 13+

Backstab
When attacking with surprise, from behind, the Con-Man gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Scoundrel above level 8 such an attack inflicts quadruple damage.

Fast Talk
With a bit of conversation, the Con-Man­ is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flat­tering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 penalty roll at levels 3, 6, 9 and 12.

Gambling
The Con-Man is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st level and at 3, 6, 9 and 12  the Con-Man gains a cumula­tive +1 bonus to his gambling checks.

Open Locks
Con-Men are skilled at picking locks, opening safes, etc. Some are diffucult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Con-Man is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket. The base chance for success is 10+level+ Dex bonus.
If the Con-Man fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex check will drop the chance to 1 in 6.

Crook
(Burglar, Thief, Hitman, etc.)
Hit Die Type 1d6
Save As Thief
Hit +1 per 2 levels
Prime Attribute (5% experience bonus): Dexterity 13+

Back Stab
If the Crook successfully sneaks up on an unaware target, he can add a +4 bonus to his attack, and inflict x2 dmg. At levels 5-8, damage is tripled, and from a Crook above level 8 such an attack inflicts quadruple damage. This applies to ranged and melee damage.

Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the Crook is skilled in making difficult climbs. When a Climb check is reguired it is a Str check. The Crook adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces, etc may net a bonus or penalty from the DM.

Open Locks
Crook are skilled at picking locks, opening safes, etc. Some are diffucult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Sneak
Crooks are sneaky by necessity. Whether breaking in somewhere or sneaking past a sleeping security guard, stealth is sometimes the name of the game. Almost anyone can move quietly or hide when there is adequate cover but the Crook takes these skills to the professional level. The base chance for success is 10 + level + the Dex bonus. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Detective
Hit Dice 1d6
Save As Thief
Hit +1 per two levels
Prime Attribute (5% xp bonus) Int 13+
Assess
The Detective can use this ability to observe a person for a single round and then make a
conclusion as to that persons age, character level, nationality, recent activities, etc based on
the Detective's experience and training. The base chance for success is 10+level+Int bonus.

Contacts
Through both informants and official channels, the Detective is often in the know on important information. With a successful Charisma check the Detective may ask one favor of a contact such as a a a coroner to view a body, a hacker to break into files, etc. The favor will be things not generaly available to the average citizen or cop. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.

He may call upon these contacts twice per adventure at first level. He may add an extra time at 3rd, 6th, 9th, and 12th levels and recieves a cumulative 1 bonus to his Charisma check at these levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check with the  base chance for success of 10+level+Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and at 3rd, 6th, and 9th levels.. Therefore an 8th level Detective may as the DM three questions per adventure.

Open Locks
Detectives are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Good tools may grant a small bonus just as inferior tools may incur a small penalty.

Observation
The Detective has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. The DM can modify this for difficulty. The Detective will always have an advantage in this over other classes or creatures that do not have this ability.

Explorer
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Explorer's are only surprised on a 1 on a 1d6.

Backstab
The Explorer, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
Adds +4 to climbing (Str) checks. If in armor heavier than leather the bonus is negated.

Shooter
Being proficient with arms is a necessity.
The Explorer receives a +1 to hit with firearms.

Stalker
In natural settings the Explorer can Move Silently and Conceal himself from detection. If in armor heavier than leather the chance is at -4.  In non-natural settings (cities, crypts, etc) the base chance is divided by two (rounded up.)
The base chance for success is 10 +1/2 level+Dex bonus.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain.
The base chance for success is 10+level+Int bonus.
This also includes the ability to track.

Gunman
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Fast Draw
The Gunman does not receive a -2 penalty to attack for drawing a weapon and attacking in the same round. He does receive the -3 penalty but it is reduced due to the Fast Draw bonuses.
See  Drawing a Weapon in my firearms rules.

The Gunman gains a cumulative +1 bonus to Fast Draw initiative at level one and at levels three, six, nine, and twelve.

The usually high Gunslinger Dex and the Gunslinger’s Fast Draw bonus will still beat many foes who are already armed and ready, even at half the normal value.

If group initiative is used, the Gunslinger still rolls for individual initiative (1d6+Dex Bonus.)

Shooter
The bread and butter of the Gunman. He receives a +1 to hit with firearms.
He gains bonuses with firearms as he advances in level.

Level One:
Reduce penalties from multi-shot penalties (single action, double action, fanning hammer, etc - see rate of fire below) by one point.
One extra shot (a total of four) when fanning the hammer (see below.)

Level Four:
Two-Gun Mojo, only a -2 to primary hand /-2 to off-hand  instead of the usual (-2/-4)penalty when shooting with two firearms.

Level Eight:
Reduce penalties from multi-shot penalties by two points.

Level Twelve:
One extra shot with all handheld firearms/maneuvers.

Steely Gaze
At 1st level, the Gunman can intimidate a number of creatures with HD equal to his level.
The creatures must be able to see the Gunman ’s stare to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Gunman. Most will flee; only the most determined will stay and fight.
This ability can be used once per day per level.

Minister
Hit Dice 1d6
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Wisdom 13+

Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it ugly. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). The crowd's Saving Throw has a cumulative -1 at the Minister levels 3, 6, 9, and 12.

If the saving throw fails, the group's reaction can be shifted one level  toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational helping to rallying friends and allies before a conflict. If the exact nature of an impending threat is known the Minister can attempt to inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off it can't be renewed if the recipients are still in battle. Those who have withdrawn from combat can be inspired again by the words.

Example: A troop of Investigators, inspired by the Minister charges into battle with cultists. After fighting a fierce fight they retreat and the enemy does not pursue. The Minister, seeing them crestfallen and dispirited, can once again inspire them to fight.

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his own will the Minister can cast each of these spells once per day at first level and an additional time per day at levels 3, 6, 9, and 12.

The spells function as written in the base rule books.

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician
Hit Dice 1d6
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Intelligence 13+

Anatomy
The Physician can use his knowledge of anatomy to target key damage points on the body. Backstab as a Thief of equal level.

Bonus Language
Physicians are trained in Latin.

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient.
11+ 1/2 level+Int bonus.

The DM can modify this with a penalty based on insidious or obsucure conditions.

Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Elixer
The Physician can brew an elixer to aid an injured person. This medicinal is a combination of whiskey, drugs, and whatever else the Physician adds to stimulate the patient. It restores 1d4 hit points to whomever drinks it. He can brew one elixer per two levels (round up) per day in a proper laboratory. The brew time is 10 minutes for a daily dose. The shelf life of an elixer is short due to the fragile nature of the brew: one day per two levels of the Physician.

Healing
The Physician may attempt to  heal 1d6 hit points of damage to himself or another. The healing attempt must be rolled each time it is used and the target number is 11+ 1/2 level+Int bonus or less on a 1d20. He or another Physician can attempt the healng check until successful but each subsequent check has a cumulative 2 penalty to the roll. If assisted by another Physician the check has a 2 bonus.

No attempt at healing by The Physician or a collegue of his skill or lower will give more hit points to those sets of wounds. If another Physician of greater skill comes along he can attempt to heal the wound again. If he succeeds on the healing check he will roll the 1d6 and compare it to the original roll. If it is greater the extra hit points are gain   ed (not added, the new better 1d6 roll replaces the original 1d6 hit point roll.) If he rolls less it is ignored and the original Physician's healing stands as is. The only way the patient will lose hit points this way is if the New Physician rolls a natural 20 failure on the healng check.

If a character is wounded again The Physician can attempt to heal the new set of wounds, but no matter how good his healng roll, he will not heal the patient of more hit points than were lost in the new set of wounds.

For example: A Soldier has lost ten hit points in a fight. The Physician makes a successful healng check and rolls to heal five hit points. He nor another Physician can attempt to heal more of these lost hit points from this set of wounds unless it is attempted by a Physician of a higer skill. Later The Soldier is damaged again for three more points of damage. The Physician makes his healing check and can heal these three points of damage if he rolls well enough, but no more as he cannot attempt to heal the previous wound's lost hit points a second time.

This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which takes away hit points.

If a successful Diagnosis check is made before the healing check a +1 bonus to hit points healed is gained.

A patient under a The Physician's direct care also heals twice the number of hp per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits point, and would otherwise be dead or dying. The Physician must reach the victim within a number of rounds equal to the Physician's level beginning on the round after the patient drops to 0 or below. Once the Physician has reached the patient he must then make a check of 10+level+Int bonus with a -1 penalty for every hit point below 0. If he succeeds in this the character is stabilized and does not die.

If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Pilot
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Ace
Firing from a vehicle or with vehicle mounted weapons the Pilot takes no penalty for a rough terrain or severe vehicle movement (normally a -2 to -4 penalty.)
He also adds his Dexterity bonus to the vehicle's AC.

Daring
Steely nerves and fast reflexes. He receives a +2 bonus to Saving Throws involving fear and
fast reflexes (such as avoiding obstacles.)

Keen Eye
Receives a +1 to hit with firearms.

Piloting
A Pilot makes a Dexterity check to control his vehicle. This ability also includes the art of navigating or finding ones position using an Intelligence check with Pilot bonus included. Bonuses may be given for good charts, maps, etc.

The Pilot gets to add a +1 bonus to Driving/Piloting Dexterity or Intelligence checks at first level and at levels 3, 6, 9, and 12.

Mechanic
Pilots are often called upon to make field repairs on their damaged vehicle engines or other mechanical parts. To fix a vehicle they must have the parts, take the time set by the DM, and make a successful check of 10+ level+Int bonus.

Pugilist
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Fisticuffs (Unarmed Combat)
The Pugulist hits harder and more often with his natural weapons and can defend against Melee/Unarmed attacks better than most other characteres.

He gains a +1 to hit with Unarmed Attacks and recieves the following bonuses while in Melee/Unarmed Combat.

Combo
The Pugilist can attack with two unarmed attacks around at no penalty. This ability can  only be used if he is only doing two unarmed attacks. It cannot be mixed with a melee or ranged attack. Use normal two-weapon rules for those situations.

KO
Once per day per 2 levels (round up) the Pugilist can fire off a haymaker/power kick/etc.
The attack is made at a -2 penalty to hit. If successful the damage is x2, x3 if a natural 20 is rolled.

Second Wind
If the Martial Artist takes a full round to rest he can regain 1d4 hit points. He must do no
other action in this round but rest. He cannot defend himself. His AC is 10 + light armor
modifier; he receives no Dex or Block bonus.
This ability can be used a once per day at level 1 and an extra time per day at levels 3, 6, 9, and 12.

Stick and Move
By sacrificing half of his normal encounter movement a Pugilist can stick and move with an opponent who tries a fighting withdrawal. As long as the Pugiist has so far only moved his half movement in the round he will stay withing 5' of  with his opponent.

Sailor
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% experience bonus): Constitution 13+

Brawler
Sailors live a rough life and learn to protect themselves on ship and in port.
They receive a +1 to hit on melee and unarmed attacks.

Climb
Almost anyone may attempt to climb vertical surfaces with good handholds but the Sailor is practiced at doing so. When a Climb check is reguired it is a Str check. The Sailor adds a +4 bonus to the Str check.
Making a climb check for unusual situations such as good handholds, slippery surfaces, etc may net a bonus or penalty from the DM.

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and Sailors find ways to pass the time. One of their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Sailor gains a cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)
Intelligence check. The Sailor receives a +1 to this check and an additional +1 bonus at every third level. This includes the art of steering and keeping the ship running as well as navigating or finding one's position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.

The Sailor gets to add a +1 bonus to Sailing Dexterity or Intelligence checks at first level and at levels 3, 6, 9, and 12.

Swimmer
+2 to Swimming (Strength) checks.

Scholar
This class covers educated men such as alienists, professors, scientists, researchers, etc.
Dice 1d6
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Intelligence 13+
Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.

The fields of study include (but are not limited to):
Anthropology
The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology
The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie  or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics
The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribbling on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribblings into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology
Training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.

The base chance for success is 10+ level+Int bonus.
This roll can be modified by the DM for circumstances such as a bonus for common information or penalty for more obscure information in the field.

As he advances the Scholar acquires new fields of study at levels 3, 6, 9, and 12.
These additional fields are calculated as if the Scholar is at first level when he gains each new one. The new field chances advance normally from there.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc.
The base chance for success is 10+1/2 level+Int bonus.

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.

Soldier
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% experience bonus): Strength  13+

Dodge
+1 to AC. The Soldier is better at avoiding damaging due to dodging, blocking, parrying, etc.

Fighter
Gains a +1 to attack with all attacks.

Follow Through
At level 3 the Soldier can make an additional melee attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Soldier. He can attempt a third attack at level 12.  If an attack misses follow through ends, any remaining attacks are lost.

Thug
Professional criminals with a penchant for violence. They have a reputation and have made various contacts in the world of crime. This class could also be used for professional assassins, Thugee cultists, etc.
Hit Dice 1d8
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% experience bonus): Constitution  13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back.
When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underworld contact such as a pickpocket, burglar, fence, prostitute, etc. The favor will be things not generally available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels:
3, 6, 9, and 12.

He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again.
They receive a +1 to hit on melee and unarmed attacks.

Gambling
The Thug often supplements his income with a bit of cards and dice.
At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets, and Sneak
11+ 1/2 level +Dex bonus.



Thursday, February 5, 2015

Jeepers Creepers: The Creeper (Eternal Hunger for OSR Gaming)


The villain of two excellent horror movie is an ancient creature with unclear origins; it could be an ancient demon, a mutated sorcerer, or perhaps a victim of a curse. A psychic once gained insight on the Creeper; it can only live for 23 days every 23 years in the Springtime. During this 23 day rampage it feeds, gorging itself on the flesh and bone and blood of man. Then it curls up into a withered husk for another 23 years.

It is built for killing: massive strength, incredibly fast wings, talon hands and feet, and needled teeth.  It can easily rip a man apart.

The Creeper is a clever opponent, often much smarter than his prey. He is a brilliant hunter. He wears clothing, hats and long coats to help disguise his true nature. He can drive. He sets up lairs, listens to old music, makes traps and weapons, and decorates with artwork made from corpses and body parts. Although he does not speak he is not a dumb brute. There is method to his mayhem.

The Creeper possesses a wicked sense of humor. He will use corpses, body parts, and other means to scare his victims and amuse himself. He drove an old truck with a license plate that reads BEATNGU, which is first mis-interpreted as "beating you." The error is corrected later as the heroes realize it says "be eating you".


In the first movie the Creeper and his victims destinies revolve around various recordings of the tune "Jeepers Creepers."

It is unknown if the Creeper can truly be destroyed. Even in it's mummy-like hibernation state it may be difficult to destroy. Fire, acid, perhaps none of these will truly eradicate the Creeper. I would hazard a guess that if any part is left intact the Creeper will be able to regenerate itself somehow when the 23 year cycle begins again. Perhaps it is a spirit that inhabits a corpse, transforming it into the Creeper's form. Who can truly tell as so little information about the thing is known. Perhaps it can even be awakened early by spell or science. The opportunities for DM's are rich.
The Creeper
No. Enc.:  Unique
Alignment: Chaotic
Movement: 120' (40')/ 240' (80') Flight
Armor Class: 14 (Tough Hide)
HD: 8
Hit pts: 48
Attacks:  2 claws and a bite (1d6 each) or by weapon (see below)
Save: F8
Morale: 10
Hoard Class: XX
XP:  3100

Darkvision
The Creeper can see in the blackest pits as if it were daylight.

Massive Strength
The Creeper is strong enough that melee and thrown weaponry does damage at one dice step higher. He can punch through wood, cinder block, and tear apart light steel bare-handed. He can easily subdue a human and fly away with them by grabbing them with his taloned feet. He has been shown to lift up the rear of and drag a large truck while attached to it via harpoon and cable. He can jump a distance of 30' easily.

Prey Scent
Not everyone is compatible with the Creeper for regeneration. There is a 1-2/1d6 chance that a person has usable body part for regeneration.

To find his proper prey the Creeper possesses a third nostril on the bridge of his nose which allows him to locate viable prey. This nostril can only detect proper donors when the person is in a state of fear. Most are afraid by his mere presence and the situation they are caught in. They are at -2 to all actions until  the Creeper departs.

Those victims who try to be brave can be intimidated by a display from the Creeper.
Those who see the Creeper's display must Save (Paralyzation) at -4 or be afraid with the -2 penalty as above. A new Fear roll must be made each time the Creeper attempts to scare victims, although the second and subsequent attempts have no penalty to the Saving Throw.
Regeneration
Each time the Creeper is hit make sure to track how much damage each hit does individually as the Creeper regenerates by replacing damaged body parts with fresh ones gained from victims. If the players make a called shot (-4) to his wing he will be able to fly only at half speed. If both are damaged he can no longer fly until the wings are healed. If a leg is hit his land movement is halved. If both are hit he can only move by crawling or throwing himself along the ground 10' per round with his massive strength. DM's will need to use their judgement here. Roll with it.

To regenerate damage the victim's donor part is removed and swallowed whole; the damaged Creeper part is then usually ripped off, allowing the new part to move into position and regenerate all hit points lost on that wound as the new part takes on the features of the Creeper's lost body part. Lost movement will be partially or fully restored based on what was damaged and what was healed. This process takes 1d6 rounds + 1 round for each wound healed. He may have to do this a few times if there are not enough available body parts to swallow.

While regenerating the Creeper is vulnerable. His enemies gain a +4 bonus to attack him and he can only defend not attack. He often holes up to regenerate for his own safety, only healing out in the open as a last ditch effort to save himself.

When the Creeper is dropped to 0 to -9 hit points he is massively damaged and passes out for 1d6 minutes before reawakening and continuing his pursuit of prey. At this point he is so damaged he can no longer fly and can only move at a rate of 60' (30').

When dropped to -10 or lower he curls up into a mummified state. His 23 day rampage is done and he must await another 23 years to feed.

Spider Climb
The Creeper can scuttle up walls and hang from ceilings. He is shown standing on a speeding cop car, feet locked in place, keeping him from being swept off of the car.

Stealth
The Creeper is a master of stealth, especially at night. After dark his chance to surprise foes increases to a 1-4 on a 1d6. It will often do this to abduct potential body part donors or kill those in his way with a backstab (x2 dmg.)



Weapons 
The Creeper utilizes weapons and can even make them from the corpses of his victims; bones, flesh, and melted down fillings: shuriken (1d3/1d4 for the Creeper), knife (1d4/1d6 for the Creeper), and short spear (1d6/1d8 for the Creeper).

He has also been seen to use a battle-axe (1d8/1d10 for the Creeper). It could have others at its disposal.

He has also possessed a magic dagger (+2) which was somehow bound to him and tries to return to the Creeper by some sort of magical magnetic attraction; flying through the air and embedding itself into objects between it and the Creeper. It was used as the tip of a home-made harpoon and fired at the Creeper with a homemade harpoon gun,