Saturday, January 5, 2019

Dark Ages Archetypes and Equipment with my OSR Survival Horror Rules

I'm adapting my Survival Horror Rules found HERE to a Dark Ages setting. I've also got traditional classes ready as well but for this run I decided on a more Cthulhu Dark Ages feel with the more fragile but characters with better defined real world skill sets. Less fantastic and more low-magic grittiness which is my preferred flavor or RPG these days.
An experiment. I tinker.


First up the changes to the Base Survival Horror Rules is simply a small revision of skills for Dark Age characters.

The revised skills:
Ability/Skill points are still 10 at first HD. +2 per each HD after.

Skill Points add a bonus to Attribute checks.
The maximum of points put into a skill is 8 points for a +8 bonus.

Strength
  • Climb:* Bonuses can be given fot equipment.
  • Intimidate*: Using forceful presence to get what you want through physical intimidation.
  • Jump:* The DM can set difficult based on distance.
  • Swim:* Difficult set by water conditions. 
Dexterity
  • Acrobatics: Tightrope walking, tumbling, breaking short falls for half or no damage, etc.
  • Art (choose)*: Drawing, painting, sculpture, etc. Using your abilities to physically create something.
  • Boat: Rowboats, sailboats, etc. Not navigating. 
  • Drive: Carts, wagons, etc.
  • Entertainment (choose): drums, flute, lute, lyre, poetry, singing, etc. 
  • Riding*: Horses, camels, other animals. 
  • Sleight : Picking locks, picking pockets, palming small objects, etc. 
  • Sneak*: The ability to move quietly and hide. This is either a straight roll or an opposed roll with the Notice skill.
Constitution
  • Stamina: Extended activity such as long distance running, swimming, trying to stay awake, etc.
Intelligence
  • Accounting: Maintaining and understanding financial logs and finding unusual information within.
  • Appraise: With a successful roll an item's value is estimated within 10%. If failed the estimation is incorrect by 50% of the value. 
  • Business: The skill of running and successfully maintaining a business. A management skill.
  • City Knowledge (choose): Major landmarks, important locations, etc of a chosen location and not getting lost while on the way.
  • Craft (choose): Baking, brewing, candlemaking, glassblowig, leatherworking, pottery, stone-cutting, weaving, etc.)
  • Folklore: Myths, legends, and lore from various cultures. Monsters, magic, vampires, ghosts, etc.
  • Forgery: This is not simply drawing a copy of a document. This includes knowledge of proper paper, ink, marks, machinery used, etc.
  • Herbalism: Drugs. Identification, proper dosage, etc.
  • History: Basic and obscure facts in history. 
  • Law: Knowledge of laws of the user's homeland and surrounding areas. 
  • Medicine: Diagnosis and treatment. Rolls to diagnose illness, injuries, identify parts of anatomy, etc. Also used in Binding Wounds (see below.)
  • Navigate: Proper usage of maps, stars, etc to find direction, etc.
  • Psychology: Reading someone's mental state. May allow detection of lies, psychopatic tendencies, etc. 
  • Religion: Knowledge or beliefs and practices of various reigions with ephasis on the user's own personal religious background.
  • Repair: Fixing physical objects. Includes carpentry, stonework, etc.
  • Research: Finding information from libraries, archives, word of mouth, and other sources. Represents four hours of work.
  • Sail: Working rigging, rowing, fishing, and knowledge of the physical needs of keeping a vessel afloat and moving. Navigation and Repair are covered under separate skills. 
  • Science: The early studies of astronomy, geometry, mathematics, music, and philosophy. Gives the user of this skill a solid background in the subjects the average person would not know. With a successful roll the player can gain a +1 bonus to a related subject such as using astronomy for navigation. The bonus is a +2 if the roll is successful by 10 or more. 
  • Survival: Finding water, shelter, food; making fire, etc in the wilderness.
  • Track: Following footprints, broken branches, etc. 
Wisdom
  • Notice*: A base roll to notice things with difficulty modified by cover, lighting, etc. Also used to opposed Sneak (with modifiers to both rolls where appropriate) when someone is attempting to move silently or hide. 
Charisma
  • Act*: Not just stage entertainment, it can be used to fool people as well. Deceit, lies, etc. 
  • Intimidate*: Using forceful presence to get what you want. People with this are sinister and scary.
  • Persuade*: Manipulating someone to see your point of view or calm down. Includes bribing, appealing to logic or good nature, etc.  
Archetypes/ Skill Packages
2 HD, 12 points

Beggar
Starting deniers (pennies): 1d10x10
Yearly income: 300d
  • Act +2
  • City Knowledge (Choose) +2
  • Notice +2
  • Persuade +2
  • Psychology +1
  • Sleight +1
  • Sneak +2
Clergy
Starting dinars (pennies): Cleric/Priest- 1d8x50, Friar/Monk/Nun- 1d4x50 
Yearly income: Cleric/Priest- 1200d, Friar/Monk/Nun- 600d
Clerics, friars, monks, priests, scribes.
  • Language (Latin)  
  • Notice +2
  • Religion +2
Choose 7 points from the following:
  • Accounting  
  • Business 
  • Drive
  • Farm
  • Language (Choose)
  • Medicine 
  • Repair 
  • Research 
  • Science  
Craftsman
Starting dinars (pennies): 1d6x50
Yearly income: 900d
Bakers, bowyers, brewers, carpenters, glassblowers, potters, stonecutters, weavers, etc.  .
  • Accounting +1
  • Act +1
  • Appraise +1
  • Business +1
  • Craft (choose) +4
  • Notice +1
  • Persuade +2
  • Psychology +1
Entertainer
Starting dinars (pennies): 1d6x50
Yearly income: 900d
Actor, bard, jester, juggler, musician, poet, singer, etc. 
  • Act +2
  • Notice +2
  • Persuade +2
  • Sleight +1
  • Choose 5 points from the following:
  • Acrobatics
  • Art (choose)
  • Folklore 
  • Music (choose)
Farmer
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Growing crops on land granted by the local lord.  
  • Drive +1
  • Farm +4
  • Notice +2
  • Repair +2
  • Stamina +1
  • 2 spare points
Healer
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Apothecarists, herbalists, physicians, wise-men or women.
  • Folklore +1
  • Herbalism +2
  • History +1
  • Medicine +2
  • Notice +2
  • Persuade +2
  • Psychology +2
Laborer
Starting dinars (pennies): 25
Yearly income: 450d
Bricklayers, ditchdiggers, farm workers, gravediggers, etc.  .
  • +1 to hit bonus
  • Climb +2
  • Drive +1
  • Farm +2
  • Notice +1
  • Stamina +2
  • Repair +2
Sailor
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Professional sailors, fishermen, etc. 
  • +1 to hit bonus
  • Climb +2
  • Navigate +2
  • Notice +2
  • Repair +1
  • Sail +2
  • Swim +1
Scholar
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Astrologers, geometrists, mathemeticians, philosophers, etc.
  • Language (Latin)
  • Language (Greek)
  • Notice +2
  • Research +2
Choose 6 points from the following:
  • Folklore  
  • History  
  • Law  
  • Science  
Warrior
Starting dinars (pennies): Knight- 1d10x50, Free Warrior/Mercenary- 1d6x50, Guard- 1d3x50
Yearly income: Knight- 1500d, Free Warrior/Mercenary- 900d, Guard- 450d
Guards, knights, mercenaries, etc.
  • +1 to hit bonus
  • +1 AC bonus
  • Intimidate +2
  • Notice +2
  • Repair +1
  • 4 spare points
Woodsman
Starting dinars (pennies): 1d3x50
Yearly income: 450d
Charcoal burners, hunters, foresters, wood cutters, etc. 
  • +1 to hit bonus
  • Notice +2
  • Navigate +2
  • Survival +3
  • Track +2
  • Sneak +1
Equipment
Armor and weaponry. For more go buy or obtain Cthulhu Dark Ages, worth the money and very good lists. Other options are Vampire the Dark Ages, Ars Magica, Gurps Middle Ages I, online searches, etc. Or just use the D&D books and assume that pennies equal copper pieces for a fast and dirty gear list. 

Armor Bonus, Armor Type, Cost in Silver Dinars
+1: leather, padding 50  
+2: cuir bouilli 100   
+3: ringmail, scalemail 400    
+4: mail 1000   
+1 shield 60  
+1 open-face helm 20  
+1 close face helm 100  

Melee Weapon, Damage, Cost in Silver Dinars
Ax, 1d8, 100
Ax, Hand, 1d6,  80
Ax, Great,1d10, 100
Club, 1d4,   –
Dagger, 1d4, 15
Knife, Small, 1d3, 10
Knife, Seax, 1d5, 20
Lance, Footman's,1d8, 80
Mace,1d6,  60
Spear, Short,1d6,  40
Spear, Long,1d8, 50
Staff,1d6,  –
Sword, Broad,1d8, 210
Sword, Short,1d6, 150
Warhammer,1d6, 60

Ranged
Ax,1d6,  80
Bow,1d8, 60
Dagger, 1d4, 15
Dart , 1d4, 29
Knife, Small, 1d3, 10
Rock, 1d3, –
Sling, 1d4,  5
Spear, Short ,1d6, 40
Spear, Long,1d8, 50

24 arrows or 12 bolts . . . . . . . . . . . .12 deniers
Fine Scabbard . . . . . . . . . . . . . . . . . .48 deniers
Helm . . . . . . . . . . . . . . . . . . . . . . . .100 deniers

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