Saturday, January 24, 2015

OSR Vehicle Rules (My take on them)

I already posted very basic ones here.
I wanted more in depth rules, but not overwhelming.

So I hashed this out. Influences included existing Vehicle Rules from the Polyhedron Mini-Game Thunderball Rally and  home-brew Mutant Future Vehicle Rules from John Wilson.


Here we go.

DRIVING CHECKS
The Drive Check is simply a normal Dex roll modified by road conditions, damage, and perhaps even a Class Ability.(Driver Class) All penalties and bonuses are cumulative.

CONSEQUENCES OF FAILING A DRIVE CHECK
IF the Drive Check is failed by 1-5 on the roll of d20: Skid.
IF the Drive Check is failed by 6-10 on the roll of d20: Spin.
IF the Drive Check is failed by 11+ on the roll of d20: Roll (if the Vehicle is traveling faster than 30 mph, or at DM's discretion.).

Skid
The Vehicle travels in the direction it was heading for a distance of feet equal to 1/2 of the speed it was travelling in mph. The Driver must make a Drive Check at the end of the skid (-2 penalty) or the vehicle comes to an abrupt halt. If the vehicle is travelleling more than 30 mph there is a chance that the Vehicle rolls over if the Check is missed by 11+.
If the Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage. (See Vehicle and Passenger Damage below.)

Spin
The Vehicle spins wildly for the roud and ends up facing a random (1d8) direction. If the Driver makes a successful Drive Check (-8 penalty) the Vehicle can continue at normal speed if. If failed it skids to a stop after a distance in feet equal to 1/2 of the speed it was travelling in mph, now facing the new direction. If the vehicle is travelleling more than 30 mph there is a chance that the Vehicle rolls over if the Check is missed by 11+.
If the Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage. (See Vehicle and Passenger Damage below.)

Roll
The Vehicle roll in a straight line for a number of feet equal to it's current speed in mph x 1d6.
Damage is equal to normal mph damage plus an extra 2d6 for rolling. If the rolling If he Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage, including the extra rolling damage. (See xxxx below,)
50 percent chance of landing wheels on ground.

COMBAT BASICS
Initiative
Standard initiative rolls. The vehicle moves on the driver's initiative.
If the vehicle has a crew (such as gunners) they act on their own initiative, if group initiative is not used..

Vehicle Speed
The speed listed for each vehicle is the functional maximum speed in miles per hour. A Driver can drive safely at half of this speed (round up.) If travelling past this speed and a Drive Check is called for a penalty is incurred based on how fast the Driver is going. If driving between 50 percent and 75 percent max speed the Drive check is at a -2 penalty. If over 75 percent to 100 percent max speed the Drive Check is at -4.

The driver can push the max speed and gain more speed at the cost of control and stress to the vehicle. The max speed can be pushed for an additional 20 mph. Drive Checks at this speed are at a -6 penalty. Every 5 rounds of pushing it requires the Driver to roll a 1d6. On a 1 or 2 the motor is damaged and the Driver must roll a Drive Check at -6 or wreck it. Until fixed the car is at half max speed.

Combat Speed vs Character Movement
Keeping it quick and easy: movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)

Vehicle Armor Class
Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.

Attacking Tires
Automobile Tires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons) -4 to hit when vehicle moving.

Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons) -4 to hit when vehicle moving.

For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops.

Damaged Vehicles and Driving
A vehicle taken to half hit points is considered so damaged that the Driver has a -2 to all Drive checks. When a vehicle loses all its hit points it stops moving and is out of commission.

PASSENGERS
Vehicle Cover
Enlosed Vehicles give passengers and driver a +6 bonus to AC for cover. Open-Top Vehices give a +4 bonus. Motorcycles and ATV's give a +2.

Targeting Passengers
PC's must state they are aiming at Passengers before their attack.
Hit Passenger AC + Cover bonus + Driver bonuses to Vehicle AC.

Armor Piercing rounds and Heavy Weapons ignore cover unless the Vehicle has Heavy Armor..

Attacks from Vehicles
Attacks on even surfaces such as pavement are at no penalty. Rough terrain such as bumpy roads, fields, or other off-road conditions may incur a -2 or -4 penalty.
Other penalties from the DM may apply as well.

RAMMING/COLLISIONS
To successfully ram a vehicle or other object a Driver must make a Drive Check with a +4 bonus. If successful the vehicle plow into its target. Tanks are good at ramming things, especially smaller vehicles.

If a vehicle is hit the rammed Driver must make a Drive Check or lose control. If the attacking Driver fails and rolls a natural 1 or 2 on the d20 the attacking Driver  must make a Drive Check of  his own or lose control.

If two vehicles are attempting to ram each other, each Driver makes a normal Drive Check with a +4 bonus. Whomever makes the highest roll has the advantage; the other Driver must make a second Drive Check or wreck his vehicle. If both miss,  nobody hit. If it's a tied roll, both take damage and both make Drive Check to see if they lose control.

Damage
Crashing or ramming vehicles take 1d6 points of damage for every ten miles per hour they are travelling. Armored vehicles multiply this damage: x2 for Light armor, x4 for Medium armor, x8 for Heavy armor.

Against unarmored vehicles a Light armored vehicle takes 1/4 damage. For collisions with other armored vehicles damage is reduced the same as if the opposing AV is a weapon of the same rating as its armor. Thus a Heavy armor tank ramming a Light armor tank would take no damage; the light tank would take full damage.
If a Vehicle rams another from behind subtract the target Vehicle's mph from the ramming Vehicle's mph. The remainder is the damage to both Vehicles and Drive Checks are required as normal. .
If a Vehicle T-bones another vehicle both take the damage from the ramming vehicle's mph. Unarmored vehicles or armored of the same rating come to a dead stop. Smaller armored vehicles are knocked aside. An armored vehicle will plow over or through a smaller unarmored vehicle.
If two Vehicles hit head-on add the amount of d6 damage from BOTH Vehicles mph and add them together for damage. Unarmored vehicles or armored of the same rating come to a dead stop. An armored vehicle will plow over or through a smaller unarmored vehicle.

When ramming buildings etc use the following guidelines adjusted for fortifications, etc.
Hard targets: concrete buildings and barricades rate as Light armor, heavy steel rates as Medium armor.
Soft Targets: Normal wood and earth rate as no armor or Light armor if thick trees, etc.


Sideswipe/Grazing/Pushing
Grazing a vehicle as a sideswipe does 2d6 damage to each vehicle and none to the Passengers. For armored vehicles follow the same damage guidelines as above. A sideswiped Driver must make a Driving check or lose control.

Pushing another Vehicle off the road or into obstacles is a Ramming Maneuver as above.

PASSENGER DAMAGE
Passengers take half damage from all wrecks and collisions (except for grazing/sideswiping.)
Passenger damage can be reduced by the following:
A seat belt reduces the damage by 25 percent.
Airbags reduces the remaining damage by 25 percent.
A Saving Throw (Death) allows the Passenger to reduce the remaining damage by 50 percent.
Damage reduction is cumulative and follows the order of seat belt, then airbag, then finally Save.

If a Passenger in the Vehicle is brought below 0 hp but has more than -10hp he can make a Saving Throw (Death). IF successful the Passenger is stabilized but unconscious and in critical condition. For each hour they are without medical help they must roll another Saving Throw or die.

If they are at -10 hp or lower or the after wreck Saving Throw is failed the Passenger is dead at the wreck.

VEHICLE CHASE
Short and Sweet: Mark starting positions at beginning of combat.
Use the Vehicle Combat Speed (10' for every mph of speed) to determine distance each round.

Obstacles such as other traffic, pedestrians, barricades, etc are avoided with successful Drive Checks. Failure is handled as failing Drive Checks and Ramming and Damage rules above.




Mythos and Mayhem.... Airplanes and Zeppelin (OSR Call of Cthulhu)

Some basic 1920's Airplane profiles for Mythos and Mayhem use.

Notes
Common cruising altitude is 5000'. 10,000 can be attained before oxygen required.
All planes except the Sea Plane and Zeppelin require a landing field of 1,000 + (1d10x100) ft. in length.

Civilian Plane
Bi-Plane, open cockpit
1 Pilot, 1 Co-Pilot
Cruising Range: 150 miles
AC: 13 HP:100 Move: 75mph

Passenger Plane
Bi-Plane, closed cabin
1 Pilot, 1 Co-Pilot, 12 - 14 Passengers
Cruising Range: 250 miles
AC: 13 HP:120 Move: 75mph

Cargo Plane
Mono Plane, closed compartment
1 Pilot, 1 Co-Pilot, 10 Passengers or 1500 lbs of cargo
Cruising Range: 477 miles
AC: 13 HP:130 Move: 90mph

Sea Plane
Bi-Plane, closed compartment
1 Pilot, 1 Co-Pilot, 1 Crewman, 8-10 Passengers or 3000 lbs of cargo
Cruising Range: 500 miles
AC: 13 HP:130 Move: 90mph

Fighter Airplane 
Bi-Plane, open cockpit
1 Pilot
Cruising Range: 300 miles
AC: 13 HP:100 Move: 120mph
2 Linked Machineguns (3d8 dmg, 200' increment, 3 attacks, 10 bursts)
4 Bombs (5d6, 25' Blast Zone)

Zeppelin
1 Captain, 1 Pilot, 1 Co-Pilot, 37Crew, 50- 70 Passengers
Cruising Range: 5000 miles
Cruise at a height of 3000' and can go up to 6000'
AC: 11 HP: 300 Move: 90mph

Hydrogen filled Zeppelins, if caught fire, can burn incredibly fast and hot, consuming the ship within 2d6 rounds. It will fall from the sky, burning itself out in 1d6 + 6 rounds. Anyone within the ship takes 20d6 fire damage followed by falling damage. If low to the ground and till burning anything it lands on takes 10d6 fire damage.

Parachutes
Jump out of the plane/zeppelin.
The Parachute has a 5percent ( 1 in 20) of failing to open. Take falling damage.
If the chute opens a Dex check is used to guide the landing and not gt hurt.
If the Dex check is failed take 1d6 damage to the legs. Make a Saving Throw (Paralysis) or move at 1/2 Movement until healed.





Monday, January 19, 2015

Mega-City One Vehicles (OSR)

Justice Department Vehicles

As I'm basing my game on the recent Dredd movie, with it's lower tech level than the comics, I've had to come up with a few vehicles that I think would fit in with this Dredd reality. There is no sign of hover tech in the movie; I've replaced these with real world equivalents such as gunships instead of H-Wagons and normal Tanks instead of Manta and Omni-Tanks.
If you want more of the fantastic tech of the comics check out the D20 materials from Mongoose and do some quick conversions.

Lawmaster Motorcycle
The Judge's primary patrol vehicle.
1 Driver, 1 Passenger
AC: 15 HP: 40 Move: 150mph
Weapons:
Targeting and Fire Control (+2 to Attack)
Twin Auto-Bike Cannon (3d12 dmg, 200' increment, 3 attacks, 10 bursts)
Flare Round (Only one burst carried, illuminates a 90' diameter area out to 200')

Computer: Int- 13. Capable of taking voice commands and giving pre-programmed commands such as crowd control over a loud-speaker linked to the communications system.

Comms: Linked to the command center at the Grand Hall of Justice and the Central computer.

Anti-Theft: The Lawmaster can emit an electrical shock doing 1d6 damage to the would be Perp. A Saving Throw (Parayzation) at -8 is also made to avoid being stunned for 1d6+6 minutes. An explosive is also present. If the electrical shock is disengaged or over-ridden the bike can blow itself up for 6d6 damage in a 30' Blast Zone.

Firerock Tires: They are all terrain and heavily puncture resistant. (AC: 15, HP: 20)

Storage: The storage pods contain extra ammunition, binoculars, and other equipment the Judge may need up to 50 lbs.

Banshee Patrol Interceptor
The Justice Department's newest vehicle. Used for vehicle control on the massive highway system and occasionally called into the blocks for support.
1 Driver, 1 Gunner, 2 Passengers
AC: 15 HP: 60 Move: 180mph
Weapons:
Targeting and Fire Control (+2 to Attack)
Twin Auto Cannon (3d12 dmg, 200' increment, 3 attacks, 15 bursts)

Computer: Int- 13. Capable of taking voice commands and giving preprogrammed commands such as crowd control over a loud-speaker linked to the communications system.

Comms: Linked to the command center at the Grand Hall of Justice and the Central computer.

Anti-Theft: The Banshee can emit an electrical shock doing 1d6 damage to the would be Perp. A Saving Throw (Parayzation) at -8 is also made to avoid being stunned for 1d6+6 minutes. An explosive is also present. If the electrical shock is disengaged or over-ridden the car can blow itself up for 6d6 damage in a 50' Blast Zone.

Firerock Tires: They are all terrain and heavily puncture resistant. (AC: 15, HP: 30)

Storage: The banshee has a large cargo are for extra ammunition, binoculars, and other equipment the Judge may need up to 100 lbs.


Catch Wagon/Med Wagon/Meat Wagon
AC: 15 HP: 60 Move: 70mph
All are equipped with a ramming bar which lowers front ramming damage by 1d6.

Catch Wagon: Collects perps from holding posts and delivers them to the nearest Sector House for processing. Also called a Pat Wagon.
1 Driver, 1 Warden.

Meat Wagon: Collects corpses for delivery to Forensic Div, or Resyk if the cause of death is not treated as suspicious.
1 Driver, 2 Orderlies

Med Wagon: Comprehensively stocked mobile field-unit with a patient capacity of four.
1 Driver, 2 Medics.

Tank
Currently the heaviest ground vehicle in the Justice Dept arsenal. Called out for heavy threats to the city such as military ordinance in the hands of perps and halting riots.
1 Commander, 1 Driver, 3 Gunners
AC: 14 (HA) HP: 200 Move: 60mph

Armor:
Heavy Armor (Requires a Heavy Weapon to damage)

Weapons:
Targeting and Fire Control (+2 to Attack)
Twin Auto Cannon (3d12 dmg, 200' increment, 3 attacks, 30 bursts)
Main Laser Cannon (6d6, Heavy Weapon, 300' increment, 1 round recharge)
HE Rocket Pods (4d6, Heavy Weapon, 50' Blast Zone, 200' increment, 10 rockets)
Riot Foam Sprayer (Area Attack, 50' Blast Zone, 100' range. Those caught in the foam are immobilized)
Gas Launcher (Area Attack (hit AC 10), bursts 50' diameter cloud. Those caught in the cloud must make a Saving Throw (Breath Weapon) with a -6 penalty or be stunned for 1d6+6 rounds.
200' range increment, 20 rounds)

Gunship
Used for quick transport, backup, and long range needs of the Justice Department.
1 Pilot, 1 Co-Pilot, 2 Gunner, 8 Passengers
AC: 14 (HA) HP: 150  Move: 300mph

Armor:
Heavy Armor (Requires a Heavy Weapon to damag)

Weapons:
Targetting and Fire Control (+2 to Attack)
Twin Laser Cannon (3d12 dmg, Heavy Weapon, 500' increment)
HE Rocket Pods (4d6, Heavy Weapon, 50' Blast Zone, 200' increment, 20 rockets)
Air to Air Missile Launcher (6d6, Heavy Weapon, 50' Blast Zone, 300', 10 Missiles)
Riot Foam Sprayer (Area Attack, 50' Blast Zone, 100' range. Those caught in the foam are immobilized)
Stumm Gas Launcher (Area Attack (hit AC 10), bursts 50' diameter cloud. Those caught in the cloud must make a Saving Throw (Breath Weapon) with a -6 penalty or be stunned for 1d6+6 rounds.
200' range increment, 20 rounds)

Drone
Justice Department surveillance drone. Common site in the skies of MC1.
Unmanned.
AC: 16 HP: 30 Move: 300mph

Civilian Vehicles
Motorcycle
AC: 12 HP: 20 Move: 150mph

Small Car
AC: 12 HP: 40 Move: 90mph

Sedan
AC: 12 HP: 50 Move: 120mph

Muscle Car
AC: 12 HP: 50 Move: 140mph

Van
AC: 12 HP: 50 Move: 90mph

Truck
AC: 12 HP: 55 Move: 90mph

Delivery Truck
AC: 13 HP: 60 Move: 70mph

Semi-Trailer Truck
AC: 12 HP: 70 Move: 80mph

Bus
AC: 12 HP: 65 Move: 80mph

Very Basic Vehicle Rules
Combat
AC: Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.
Cover: Vehicles give passengers and driver a +6 bonus to AC for cover.
Combat Movement: Movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)
Auto Tires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons)
Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons)
For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops. Crash damage is 1d6 per 10 miles of speed the vehicle is travelling.
Ramming another Vehicle: If both vehicles are attempting to ram each Driver makes a normal ranged attack roll with a +4 bonus. Whomever makes the highest roll and hits has the advantage; the other Driver must make a drive check (Dex) or wreck his vehicle. If only one Driver is attempting to ram he must make a normal attack roll vs the other car's AC (+4 if that Driver is activally dodging.) If he hits the rammed Driver must make a Drive check or wreck. If he fails to hit and rolls a natural 1 or 2 on the d20 the attacking Driver must make a check of his own or wreck.

Grazing a vehicle as a sideswipe does 1d6 damage to each vehicle and none to the passengers
Ramming and wrecking follows the Collison damage below.
Head-on and T-Bone collisons are very lethal.

Vehicle Chase
Mark starting positions at beginning of combat.
IF there are obstacles (traffic, pedestrians, etc) the driver must make a Dex check. If failed the vehicle takes 1d6 damage from minor collisions. If the other driver makes his check he advances half a block. If both fail they are still the same distance from one another as they were at the beginning of the round.

Collision
Vehicles take 1d6 points of damage for each ten miles per hour they are travelling.
Passengers take half damage.
Objects hit take the same amount of damage as the vehicle, if two objects hit head on add the amount of d6 damage from BOTH vehicles mph and add them together for damage. Heavy armored vechicles such as tanks, etc may take no damage from a small vehicle at the DM's discretion.


Saturday, January 17, 2015

Mythos and Mayhem... My Swords & Wizardry based Mythos Campaign in the 1920's.

I'm using this as an online holder for my home-brew Cthulhu stuff and in case anyone is interested in checking a few things out.

Investigator Class write-ups are below.
Firearms are below.
Firearms rules are here.
Pulp Vehicles are below.
Madness, Terror, and Horror Checks. I'm currently using Jack Shear's Tales of the Grotesque and Dungeonesque rules found here. (pg. 56)
Anyone can cast ritual magic. 

Investigator Classes
First my classes are my based on my standard Pulp Classes found here. For the most part they are the same with a few tweaks.

Class Ability Success
My original builds are really for using the Basic/LL +1 to +3 ability bonuses with the class abilities success formula I use (10 + half level + ability score bonus or less on a 1d20.)

Since I'm only using the maximum ability bonus of +1 I slightly tweaked the formula to 10 + level + ability score bonus. Unless the ability expressly states that an attribute check such as Charisma or Dexterity is used, use this formula.

This makes more competent characters at low levels; I want this for my Lovecraftian games. The Investigators are often professionals or skilled men and women, not low level villagers blossoming into legendary heroes. This gives the PC's more to work with at the lower levels that this type of game is geared towards.

Limiting human HP's to five Hit Dice and quick character builds also add to my own flavor of happy Mythos gaming.

Hit Bonus
I went simple and more competent as this game tends towards lower levels.
+1 to hit per level for combat orientated classes.
+1 to hit per two levels for non-combat orientated classes.

Class Tweaks
I split the the Scoundrel back into two classes: Burglar and Scoundrel. I like the more specialized classes for my campaign. The Cowboy was removed (if you want to use it it works as is from the Pulp classes post.) The Detective's Contacts ability was tweaked from a flat three times per adventure to a more level orientated ability. The Soldier's AC was dropped to +1.

Character Generation
Experience:
Fighting-man.

Attributes:
Roll your favorite method.

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

Class Ability Checks (for genres with only a +1 attribute bonus maximum)):
Success is 10 + level + attribute bonus or less on a 1d20.
Untrained, if allowed by the DM, is a base level + attribute bonus or less on a 1d20.
EDIT: Forgot to add, I'm limiting my PC's and Human/oid NPC's to 10th level maximum.
Class abilities gained at higher levels have been adjusted for this.

Hit Points:
Maximum HP at first level. HP limit of 5 levels.

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore the first four points of personal armor. For example: Plate –6 [+6] would only give protection of –2 [+2].

Starting Money:
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 pounds 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.

Burglar
Hit Dice 1d6 per level up to fifth level.
Save As Thief
Hit +1 per two levels
Prime Attribute (5% xp bonus) Dex 13+

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

Climb Sheer Surfaces
Almost anyone may attempt to climb vertical surfaces with good handholds but the Burglar is a master of finding even the smallest hand and toe holds to climb such obstacles as brick walls and other sheer surfaces.  The chance for success is 1-17 + Dex bonus on a d20 to climb sheer surfaces. Making a climb check for unusual situations such as good handholds, slippery surfaces, etc will call for a modifier from the DM.

Sneak
The Burglar is a stealthy chap by necessity. The ability to move without sound and master the art of hiding ones self are necessities of his profession. Almost anyone can move quietly or hide when there is adequate cover but the Burglar takes these skills to the professional level. The base chance for success is modified by 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.

Hear Noise
The Burglar has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 10th level. To use this ability he must stop all activity and concentrate.

Open Locks
Burglar 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 modified by the Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Detective
Anyone who uses their intellect to solve crimes or find missing persons or items. This class represents the consulting detective, the police detective, the inquiry agent, etc.
Hit Dice 1d6 per level up to fifth level.
Save As Thief
Hit +1 per two levels
Prime Attribute (5% xp bonus) Int 13+

Class Abilities
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, and 9th levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check with the The base chance for success modified by an 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.

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.

Open Locks
Sometimes the Detective has to get in places he shouldn't be. Some locks 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.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Dice 1d6+1 per level up to fifth level.
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Class Abilities
Awareness
One of the most important abilities of the Explorer is his sharp senses. Many a man in the wilderness has been saved by his sharp hearing or awareness that his surroundings has slightly changed. Explorers can hear noise on a 2 on a d6. They are also only surprised on a 1 on a 1d6.

Backstab
The hunter, 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 higher than 8.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

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 modified by an Int bonus.

Track
Explorer’s are also capable trackers, often employed as scouts and on safari hunts. The base chance for success is modified by a Wis bonus. This roll can be modified by the DM for circumstances such as tracking across soft mud, tracking across snow, the quarry is trying to hide their tracks, etc.

Pilot
Hit Dice 1d6+1 per level up to fifth level.
Save As Fighting-man
Hit +1 per level
Prime Attribute (5% xp bonus) Dex 13+

Class Abilities
Ace
Firing from a vehicle or with vehicle mounted weapons the Driver takes no penalty for a rough terrain or severe vehicle movement (normally a -2 to -4 penalty.)

Daring
Pilots are brave men climbing into potential fiery deathtraps to fly high above the earth.
They receive a +2 bonus to saves against fear and fear-like effects.

Pilot Vehicle
This is what Pilots do, and they are the best. Flying, driving, boating: a pilot does it all and often with style. A pilot makes a Dexterity check to pilot his vehicle, but gets to add a -1 bonus for every three levels of Pilot.

Mechanic
Pilots are often called upon to effect field repairs on their damaged ships. To fix a vehicle or vehicle subsystem they must have the parts, take the time set by the DM, and make a Mechanic check. The base chance for success is modified by an Int bonus.

Minister
Priests and Ministers of all faiths. These are the special men whom are touched by some sort of divinity and manifest seemingly miraculous leadership and guidance. They also have the power to turn beings of darkness and legend.
Hit Dice 1d6 per level up to fifth level.
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Wisdom 13+

Class Abilities
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 uglier. 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 vs. paralyzation (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). 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, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically 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. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his will the Minister can cast each of these spells once per day per every three levels. Thus a sixth level Minister can cast each spell twice per day.

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
The humble country doctor to the London surgeon. This is the one to see when you are sick or wounded.
Hit Dice 1d6 per level up to fifth level.
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Intelligence 13+

Class Abilities
Diagnose
The Physician can make a Diagnose check with a base chance for success modified by an Int bonus. Success allows the Physician to diagnose the illness of a patient, giving him information on proper treatment of the illness and a on any further checks with that patient. The DM can modify this with a penalty based on insidious or obscure conditions. 
Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Healing 
A Physician may heal 1d6 points of  HP damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once, or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects Hit Points. 

A patient under a Physician's care 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 points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below. Once the Physician has reached the patient, he must then make a check with a base chance for modified by an Int bonus and 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.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Dice 1d6 per level up to fifth level.
Save As Cleric
Hit +1 per two levels
Prime Attribute (5% experience bonus): Intelligence 13+

Class Abilities
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 scribbling into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route. 

Psychology
Victorian psychologists are referred to as Alienists. They have 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

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

The base chance for success is modified by an 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.

At 3rd, 6th, and 9th levels the Scholar acquires a new field at the base chance. For example: upon reaching 3rd level a Scholar with a 15 Int gains a new field of study at a base chance of 12. The new fields increase normally.

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 of success is modified by an 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.

Scoundrel
Hit Dice 1d6 per level up to fifth level.
Save As Thief
Hit +1 per two levels
Prime Attribute (5% xp bonus) Dex 13+

Class Abilities
Backstab
When attacking with surprise, from behind, the Scoundrel 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 Scoundrel 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. The target's Saving Throw has a cumulative -1 penalty at the Scoundrel's levels 3, 6, and 9.

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

Hear Noise
The Scoundrel has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate. 

Open Locks
Scoundrels 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 modified by a Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Scoundrel 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 modified by a Dex bonus. 
If the Scoundrel fails his roll the victim has a 1-2 in 6 chance of detecting the manipulation, pick pocket attempt, etc. A Dex bonus will drop the chance to 1 in 6.

Soldier
Hit Dice 1d6+2 per level up to fifth level.
Save As Fighting-man
Hit +1 per level
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength  13+

Class Abilities
Weapons Training
+1 to hit with all weapons and unarmed attacks.

AC Bonus
Increased chance to to parry or dodge attacks, +1 AC

Extra Attacks
Receive an extra attack at levels 5 and 10.. 
These extra attacks are in addition to multiple attacks from two weap ons, autofire, etc. They only receive the extra attack as one attack, even if using an automatic weapon, etc and normal penalties apply to these extra attacks as well.

Optional Investigators (with DM approval)
The Spiritualist/Medium
The Mentalist/Psionicist

Optional Spellcasting Classes
The Witch and Magician should be carefully considered by the DM before he allows an Investigator to either begin with or multi-class into these classes. They may be best left as NPC's.
I am not allowing them as PC's in my game. I want my guys to have to work for their magic.
The Witch
The Magician

Both are non-combat classes for purposes of to Hit bonus.
Both have the option to cast ritual magic as well as normal Vancian spellcasting.

Weapons & Armor











Ground Vehicles
Basic list and Combat rules. It's not a vehicle combat genre so I'm only interested for very basic rules for this.

Roadster
Sporty and built for speed. Open top or convertible with front seat for two.
AC: 12 HP: 35 Move: 115mph

Sedan
Classic hardtop or convertible with running boards and a solid construction. Can seat six comfortably.
AC: 12 HP: 45 Move: 70mph

Town Car/Limousine
A luxury auto with a compartment for four to seven passengers seperated from the driver by a partition. Early models had an open driving compartment with very little cover for the driver (AC +2).
AC: 12 HP: 45 Move: 70mph

Pickup Truck:
Classic truck with enclosed cab and open bed. Can seat up to three up front and six in the bed.
AC: 12 HP: 40 Move: 60mph

Cargo/Delivery Truck
Enclosed or open truck bed. Large cargo space. Driver and two passengers up front.
AC: 13 HP: 50 Move: 60mph

Freight Truck
Early semi-trucks. They were small and seated a Driver and two passengers.
AC: 13 HP: 60 Move: 60mph

Trailer
Open or closed. Roughly the same size as a modern trailer.
AC: 13 HP: 70 Move: Truck speed.

Motorcycle
Seats two and can add an additional passenger with a sidecar.
AC: 12 HP: 20 Move: 100mph

Combat
AC: Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.
Cover: Vehicles give passengers and driver a +6 bonus to AC for cover.
Combat Movement: Movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)
AutoTires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons)
Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons)
For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops. Crash damage is 1d6 per 10 miles of speed the vehicle is travelling.
Ramming another Vehicle: If both vehicles are attempting to ram each Driver makes a normal ranged attack roll with a +4 bonus. Whomever makes the highest roll and hits has the advantage; the other Driver must make a drive check (Dex) or wreck his vehicle. If only one Driver is attempting to ram he must make a normal attack roll vs the other car's AC (+4 if that Driver is activally dodging.) If he hits the rammed Driver must make a Drive check or wreck. If he fails to hit and rolls a natural 1 or 2 on the d20 the attacking Driver must make a check of his own or wreck.

Grazing a vehicle as a sideswipe does 1d6 damage to each vehicle and none to the passengers
Ramming and wrecking follows the Collison damage below.
Head-on and T-Bone collisons are very lethal.

Vehicle Chase
Mark starting positions at beginning of combat.
IF there are obstacles (traffic, pedestrians, etc) the driver must make a Dex check. If failed the vehicle takes 1d6 damage from minor collisions. If the other driver makes his check he advances half a block. If both fail they are still the same distance from one another as they were at the beginning of the round.

Collision
Vehicles take 1d6 points of damage for each ten miles per hour they are travelling.
Passengers take half damage.
Objects hit take the same amount of damage as the vehicle, if two objects hit head on add the amount of d6 damage from BOTH vehicles mph and add them together for damage. Heavy armored vechicles such as tanks, etc may take no damage from a small vehicle at the DM's discretion.



Friday, January 16, 2015

The Doom That Came to Mega-City One (OSR Dredd/Cthulhu Mashup)


Got a lot in the pipe to work on. One of these projects has been an OSR S&W/Labyrinth Lord setting based on the recent Dredd movie with a few bits of Dredd comics thrown in here and there. I like the feeling of the Dredd movie: lower tech (especially vehicles) and a bit gritty.

So why not add some Cthulhu for a few sessions. My player's are Mythos fiends, as am I. 
Besides I really, really want to see bike cannons vs Dark Young.

So here's the basics so far:

Playable Classes: 

Street Judge
HD: 1d6+2, +2 after 9th
Save: Fighter
Base Hit; +1 to hit per level
Exp: As Fighter (honestly I don't use exp anymore, survive a few adventures and level up)

Abilities:
+1 AC
Extra Attack: 5th level and 12th level
Steely Gaze
The Judge can intimidate a number of creatures with HD equal to his level. The creatures must be in the Judge's immediate presence 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 Judge. Most will back down; only the most determined will fight. This ability can be used 1 per day per Judge level.

Psi -Judge
HD: 1d6+, +1 after 9th
Save: Fighter
Base Hit; +1 to hit per Two levels
Exp: As Fighter

Abilities: 
(I'm using my Mentalist write-up for their Class Abilities and Powers.) 
Strong Willed
+2 Saving Throws vs magic/mental.

Frightening Aura (1/day/3 levels)
Summoning his will the Psi-Judge can create a dark and disturbing aura to frighten those around him. This effect lasts for one round per level of the Psi-Judge.

Those within 30' of the Psi-Judge must make a Saving Throw (Paralyzation) or move away from him immediately. The Saving Throw is at a -1 penalty for every three levels (3,6,9, etc) of the Psi-Judge.

They cannot return to his presence for at least one minute per level of the Psi-Judge. If they return before the duration is over they must make another Saving Throw to approach.

Psi-Judge Powers (Identical to spells)
Level One: Pick three powers. Usable 1/day.
At Level Two, Four, Six etc pick a new Power or increase a current one by one use per day (up to a maximum of 3/day.)

There are five Power Levels. Each are available at certain Character Levels.

Character Level: Available Power Level
1-5: PL I
6-10: PLII
11-15: PL III
16-20: PL IV

Power Level I
Charm Person
ESP
Hold Portal
Knock
Protection from Evil
Silence 15'
Sleep
Strength

Power Level II
Charm Monster
Hold Person
Levitate
Slow
Suggestion

Power Level III
Confusion
Fear
Feeblemind (Affects all classes. Duration is 1 hour + 10 minutes per Mentalist Level.)
Hallucinatory Terrain
Power Word, Stun
Protection from Evil 10'
Telekinesis
Wall of Fire

Power Lever IV
Animate dead
Power Word, Blind
Power Word, Kill
Project Image
Teleport
Time Stop

Basic Judge Equipment:

Armor
Judge Helmet: 
+6 AC (75% cover to head), radio, link to Central network and bikes

Judge Armor: 
+4 AC (full body), reinforced knuckles and boots (1d3 unarmed dmg)






Weapons
Mark II Lawgiver
Follows whatever firearms rules you are using. Here are mine.

The Lawgiver fires standard execution rounds and five specialty rounds.
The magazine holds 30 standard execution and three each of the specialty rounds,

Standard Execution Round: 
2d6 dmg, 200' increment (Semi-Automatic and Full Automatic)

Armor Piercing: 
2d6 dmg, ignore Armor and ignore 4 points cover, 150' increment

Heat Seeking (Hot shot): 
2d6 dmg, +8 to hit roll past 60' (armed) and ignore Cover, 100' increment 

High Explosive (Hi-Ex): 
4d6, 10' blast zone, heavy weapon, 100'

Incendiary: 
1d6+3 dmg (burns for 1d3+3 rounds), Area Attack (hit AC 5), bursts 30' past barrel and coats an area 30' in diameter, Save (Breath Weapon) for 1/2 damage, 50' increment

Ricochet:
2d6 dmg, ignore 4 points cover, 100' increment

The Lawgiver is equipped with a Fast Focus scope reducing the range penalty from -2 to -1 per increment past the first increment.

The handle of the Lawgiver is encoded with the DNA of the Judge the firearm is issued to. Anyone else attempting to use it sets off a self destruct charge doing 2d6+6 damage the non-Judge trying to fire it. This will blow most humanoid's hand off.

The Lawgiver can also draw on its power source to emit a stun pulse. The discharge has a range of 10' and causes those hit to make a Saving Throw (Paralyzation) with a -10 penalty or be stunned for 1d6+6 minutes.

Daystick (1d3)

Miscellaneous:
The Judge's are equipped with a utility belt with a variety of useful equipment.

Breach Mine:
Blasts open standard doors, vehicle doors, etc. It will open reinforced doors on a 1-4 on a 1d6 and heavy reinforced doors on a 1-2 on a 1d6. DM's discretion if a door is too reinforced to blow open.

2 Flash Bang Grenades: 
Area Attack (hit AC 5), 30' diameter, everyone caught in the flash must make a Saving Throw (Paralysis) or be stunned for 1d6 rounds. Those who make the Save still suffer a -4 to actions for 1d6 rounds.

Gas Grenade and Gas Mask:
Area Attack (hit AC 5), bursts 30' diameter cloud. Those caught in the cloud must make a Saving Throw (Breath Weapon) with a -6 penalty or be stunned for 1d6+6 rounds.
10' range increment. 

First Aid Kit:
Three uses. Heals 1d6 Hp per use

Folding Knife:
1d4 dmg

Flashlight with  100' beam.
Plastic-cuff Zip Ties
Four Reloads for the Lawgiver

More soon including:
Civilian Classes using my Pulp Classes and variations,
Lawmaster Cycle and other vehicles.



Tuesday, January 13, 2015

A Few Necromantic Items (OSR)

Quick and easy.

Necromantic Items

Head of Revelations
A severed mummified head turned into a fleshy Jack O'Lantern.  The eyes and mouth light an area 30' in front. Any invisible creature or item is visible while within this ray of light.











Hands of Glory
Human: 
Open Locks. All locks, magical and non-magical, open automatically within 30' of the lit hand.

Deep One: 
Fear. Creatures other than the possessor of the hand must make a Saving Throw or flee from the hand. There is a 60% chance they will drop whatever items they are carrying as they flee.

Ghoul: 
Paralysis. Save or all creatures except the possessor of the hand are paralyzed as long as they are within the 30' radius of the hand.

Serpentman: 
Dispel magic. All magical effects within the 30' radius has a 75% chance to be dispelled as per the spell.

Werewolf: 
Protection from Evil. Evil creatures must make a Saving Throw to attack within the hand's 30' radius.


Dead Man's Hand
A mummified corpse hand. Those who wish to receive the benefits of this item must remove their own hand (1d6). When the Dead Man's Hand is pressed to the bloody stump it grafts itself onto the arm and becomes useable as a replacement hand. If the hand is viewed by others it causes a -2 Charisma for the character. 

The hand acts as a +1 weapon doing normal unarmed damage. 
If a dispel magic is successfuly cast on the hand it will drop off but can be reattached when the spell's duration ends. 

Monday, January 12, 2015

The Mentalist/Psionicist (New Class OSR)

A companion Class to the Spiritualist/Medium for my Colonial, Victorian, Lovecrafty stuff, etc, etc.

Whereas the Spiritualist is about contact and utility the Mentalist is about control and fear with a few neat tricks thrown in.

As with the Spiritualist the goals for the Mentalist was a quick, easy class with little conversion or writing up of new abilities/powers.

I want to use existing materials for these projects.
I want to keep it accessible with maximum utility.
As always this is maximized for my personal games. Take it, rearrange powers and abilities to your needs and tastes. Have fun.


The Mentalist (Psionicist)
Prime Requ: Wis
Exp: As Magic User
HD: 1d6, +1 after ninth level
Save: as Magic User
Attack: As Magic User
Weapons: Any one-handed melee, ranged weapons.
Armor: Any non-metal.

Mentalist Abilities:
Strong Willed
+2 Saving Throws vs magic/mental.

Frightening Aura (1/day/3 levels)
Summoning his will the Mentalist can create a dark and disturbing aura to frighten those around him. This effect lasts for one round per level of the Mentalist.

Those within 30' of the Mentalist must make a Saving Throw (Paralyzation) or move away from him immediately. The Saving Throw is at a -1 penalty for every three levels (3,6,9, etc) of the Mentalist.

They cannot return to his presence for at least one minute per level of the Mentalist. If they return before the duration is over they must make another Saving Throw to approach.

Mentalist Powers (Identical to spells)
Level One: Pick three powers. Usable 1/day.
At Level Two, Four, Six etc pick a new Power or increase a current one by one use per day (up to a maximum of 3/day.)

There are four Power Levels. Each is available at certain Character Levels.

Character Level: Available Power Level
1-5: PL I
6-10: PLII
11-15: PL III
16-20: PL IV

Power Level I
Charm Person
ESP
Hold Portal
Knock
Protection from Evil
Silence 15'
Sleep Strength

Power Level II
Charm Monster
Hold Person
Levitate
Slow
Suggestion

Power Level III
Confusion
Fear
Feeblemind (Affects all classes. Duration is 1 hour + 10 minutes per Mentalist Level.)
Hallucinatory Terrain
Power Word, Stun
Protection from Evil 10'
Telekinesis
Wall of Fire

Power Lever IV
Animate dead
Power Word, Blind
Powe Word, Kill
Project Image
Teleport
Time Stop



Spiritualist/Medium (New Class OSR)

I wanted a quick and easy Spiritualist type of class for my pseudo-Historical OSR games such as my Colonial, Victorian, and Lovecrafty games.

The answer was to simply use existing spells as many have done in the past.
Voila. Nothing over-complicated and it has what I am looking for in my games: close enough to the arch-typical medium of fiction and lore, holding seances and using their powers to speak with the dead and other tricks without writing up a whole new bunch of powers and abilities.
The spell-like abilities function exactly as the written spells for range, duration, etc unless noted otherwise.

As written it's a template for my game. Want some variety or tailor it to your setting? Swap out available Powers/Spells for new ones.
Here we go.



Spiritualist (Medium)
Prime Requ: Wis
Exp: As Magic User
HD: 1d6, +1 after ninth level
Save: as Magic User
Attack: As Magic User
Weapons: Any one-handed melee, ranged weapons.
Armor: Any non-metal.

Spiritualist Abilities:
Level One:
Contact Spirit (1/day/3 levels)
Nearly identical to Speak With Dead (Swords & Wizardry) although no corpse is necessary nor roll required. The Spiritualist must know the name of the deceased however.

The Spiritualist is limited to how long the spirit has been deceased; this time is extended with practice and skill til there is no limit.
Years Deceased (Spiritualist Level):  10 years (1-5th level), 20 years (6-10th level), 40 years (11-15th level), 80+ years (15th level and higher.)

The contact takes 2d6 +6 minutes of concentration and is automatic in most situations. An object the deceased had a close connection to in life will reduce this time by 1d4 minutes. Those participating in a seance will also lessen the time required (minus 1 minute per person/max of -5 minutes) IF they concentrate. If one of the participates is horsing around, incredibly skeptical, etc the DM can rule there is no reduced time or even call for a Saving Throw (vs Spells) to contact the spirit through the interferance. If the Spiritualist is attempting it alone and there is a high level of noise, interferance, etc the DM can call for a Saving Throw for success as well.

Level Nine:
Astral Form (as per the spell 1/day)
The Spiritualist may concentrate and project his astral form from his body. He can do this for ten minutes per level.
He can travel anywhere in the world with a thought, as long as the place is not warded with magic circles, protecton spells, and other impediments as decided by the DM. While in this form he is invisible and intangable. The Spiritualist's astral form can be sensed with Detect Good/Evil and been seen with Detect Invisibility and other such spells and abilities. A Dispel Magic will send the Spiritualist back to his body instantly if he fails a Saving Throw.

Spiritualist Powers (Identical to spells)
Level One: Pick two. Useable 1/day.
At Level Two, Four, Six etc pick a new Power or increase a current one by one use per day (up to a maximum of 3/day.)

There are four Power Levels. Each is availble at certain Character Levels.

Character Level: Available Power Level
1-5: PL I
6-10: PLII
11-15: PL III
16-20: PL IV

Power Level I
Bless
Detect Evil (Magic user version)
Detect Magic
ESP
Locate Object (Cleric version)
Protection from Evil

Power Level II
Clairaudience
Clairvoyance
Detect Invisibility
Prayer
Remove Curse
Remove Fear

Power Level III
Confusion
Fear
Protection from Evil 10'
Wizard Eye

Power Lever IV
Animate dead
Commune
Dispel Evil
Mind Blank



Vampiric Wraith (Creature OSR)

Been dealing with a bad hip and some diabetes for a bit now and just haven't had the juice to post for a while. Going to get some things done with my time off this week.

First up.............

Vampiric Wraith 

AC: 14
HD: 8 (HP: 40)
ATTACKS: Bite (1d6) and Blood Drain (1d3 Constitution)
SAVE: 10
SPECIAL: Blood Drain, Immunities, Flight, Teleport
MOVE: 120(40) Flight

When the Vampiric Wraith attacks it is with it's razor sharp teeth doing 1d6 damage and drains 1d3 Constitution from the victim. (Recover 1 point per day of rest, no HP healed til all the Con healed.)

The Wraith is semi-material and it requires a +1 weapon to be hit as well as being Immune to fire, cold,  and takes half damage from  electrical damage.

Vampiric Wraiths are affected by Blessed and Holy items. Blessed or holy item do an additional 1d4 dmg. A presented Holy item keeps the Wraith at bay 10' unless it makes a Save -4.

The Wraith can teleport: 3x per day the Wraith can teleport up to 300'.

When dawn comes the Wraith must rest in its grave or tomb. It enters the grave by flying to it and sinking into the ground or tomb. It cannot leave the grave until sunset. Each round it is not in it's grave during this time of day it takes 1d6 HP per round. It is fully healed when it emerges at night.

To truly kill the Wraith it's remains must be dug up and its body pierced by a stake and then burned to ash.

The Wraith appears much as it did in life. It does bear the wounds of its death and appears with a deathly palor  and balefully glowing eyes. Its teeth are rotted and razor sharp.    It can speak and be heard.

One method of detecting the Wraith's resting place is to bring a white horse to the vicinity of its grave or tomb. The horse will refuse to walk over the grave or near the tomb. The body can be dug up and it will show the signs of being bloated with blood, supple limbs, new skin and nails grown, etc.