Wednesday, January 17, 2018

i raid dungeons for treasure

 i raid dungeons for treasure
an OSR inspired 'kill puppies for satan' hack

to create a character, write 'i raid dungeons for treasure' across the top of your character sheet. then write their name, race, and class. then write a big number in the corner for their level, start at 1


races-
you pick a race from this list and get a bonus for it. remember that you each come from a different culture and probably hate each others guts but you have to work together on your gay little quest.

big strong dudes get +2 health points. you're a big ugly ogre, gangly half giant human, huge fluffy dog man, or something like that. if you're a female you are thick with big boobs and if you're male you have a huge cock. i don't know why that's important but i'm sure you'll find a way to make it work.

little shifty dudes get the power to go first in combat. you're probably a hobbit but hobbit is copyrighted so you're a halfling, or a goblin, maybe a cockroach person or maybe even a distressingly attractive rat lady. you're usually underestimated by people who are better then you

weird magical dudes get the ability to use one of their 1 cost resource class abilities once per game session. cannot be combined with more resource for higher level effects, only 1 cost effects. you're an elf, gnome, half demon creature with a rainbow fedora and only one wing or some shit. snowflakes like you are probably oppressed in this world but you don't mind because you like the attention

standard average dudes get to reroll any stat they choose at character creation. you're almost certainly a human but half breeds and furry people are also ok as long as you aren't too big or small or magical. you think you're very mature but in reality you're just kind of boring.

classes-
warriors are good at fighting and are heroic
rogues are sneaky, greedy, and lucky
mystics are freaks with magic powers
every class has 3 stats and a resource. don't worry about resources will get to those later. all stats range from 1-5. roll a d4 for each stat to generate it. if you roll a 4 congrats but you have to subtract -1 from any stat. if you roll a 1 in a stat tough shit but you get +1 point in any stat.

if you are a warrior your stats are might, toughness, and courage. your resource is hone.

might is used to hit things with melee weapons. toughness is your defense stat to withstand attacks in combat. courage is your saving throw and used to rally your hirelings.

if you are a rogue your stats are cunning, speed, and guile. your resource is luck.

cunning is used to attack from stealth, slip knives through gaps in armor and hit with ranged weapons. speed is used to avoid hits in combat and traps. guile is your saving throw and used to charm travelers, encourage friends, and charm nobility.

if you are a mystic your stats are potency, resolve, and intelligence. your resource is magic.

potency is used to hit enemies with magical attacks such as wands of fireballs, thrown potions, or mystic chanting to dispel ghosts and demons. resolve creates magic shields n' shit to protect you from attacks. intelligence is your saving throw and used to control minions and debate star gods.

once you generated your stats figure your hit points. each class has its own starting amount; warriors have 10, rogues 8, mystics 6.

your saving throw stat is used only for combat special moves. for hazards or challenges outside of combat any stat may be used. for example a warrior may roll toughness to resist a disease, or a rogue may speed up to avoid falling rocks. your mystic doesn't get to roll shit when they inhale poisonous spores though, unless they try to think of a cure after using intelligence. see how this works now?

you can also use these abilities for out of combat skill checks or similar; like might to break down an old door or potency to light a candle. these rolls have a target number of 7.

each character class gets a 'resource' that can be used to activate special abilities. each resource point must be gained from doing things relevant to that class in play.

whenever you accomplish something really important if the GM thinks so. like slaying a dragon or finding the secret temple, you can get a free resource point or two.

every time you spend a 4 cost resource ability, put a tally mark on your sheet. every time you spend a 5 cost resource mark two tallies. every time you get 5 tally marks erase them and go up a level.

you get experience point for spending the treasure you've stolen. starts at 100 for 1 experience and doubles every time you get a level.

experience points cannot be used during play like normal resources but are instead used for long term effects only. can be combined with left over normal resource.

warriors- you get a hone point whenever you recover an ancient weapon, take a blow that would kill lesser men, or win a fight against a strong foe

costs 1 hone
-roll a d8 instead of a d6 when you roll your might, toughness, or courage
-deal 2 damage to one target next to you instantly, free action. you scratch them or something idk
-only usable after you kill something. lick their blood off your sword and heal 1 hp. badass
-move around the battlefield. maybe do a backflip over someone, shield surf across the ground, charge through the enemies with your body, etc
-grapple someone or chokeslam them, stun any enemy for 1 round but they get a save
-break an enemy's shield or disarm their weapon
-when you have downtime; sharpen your weapon. now it deals +1 damage when you hit with might- lasts until it gets damaged or really dirty

costs 2 hone
-reroll any might, toughness or courage roll until you get at least a 4
-do a battlecry. cowardly enemies must make a saving throw or run away in fear
-usable first round of combat only; charge into battle and roll a d12 for your might
-after you roll toughness vs an enemy attack; deal 1 damage per point of toughness over their attack. you did a sick counter parry move.
-taunt all nearby enemies into attacking you this round, must be done at start of round
-sing your friends an inspiring warrior song; they may now use your courage instead of their saving throw if they want next time they need it
-downtime; repair broken armor/weapon

costs 3 hone
-count any might, toughness, or courage roll as though you rolled a 9
-scream to your dead father's ghost for strength or accuse the bad guy of his sins- your weapon glows and you throw it dealing 1d12 damage, no save
-give up your attack this round but count your toughness as though it were 10 for all incoming attacks. works great with the taunt skill.
-berserk rage! you get +1 might and each time you kill a monster you get to attack again. keeps going until you fail to kill something.
-you can perfectly predict what a monster or army will do in the next few combat round
-perform a clearly supernatural feat of strength- wrestle an ogre or break through a stone wall

costs 4 hone
-name your weapon, it now counts as magic and deal +1 damage permanently. only works once per weapon. Doesn't work on armor or shields.
-use this when you would take a fatal blow; instead you survive with 1 HP
-challenge any intelligent creature to a duel by single combat and they must accept it. if you try to cheat though then they'll cheat too.
-create a magic banner that grants +1 morale to you and your troops
-do some unnatural feat of fortitude; like holding your breath all day, fall off a cliff and live,survive in a blizzard with no clothes, etc.
-improve your max health by +1

costs 5 hone
-you gain the ability to either craft or find a powerful artifact weapon or piece of armor
-improve any of your basic stats by +1
-perform an incredible feat of physicality. dive to the bottom of the ocean, jump to the top of a castle spire with a huge running leap, run for four days straight to warn your friends about an invasion.
-you gain a powerful animal companion, such as a lion, bear, great boar, dire wolf, etc. their stats are 5 savagery (attack), 5 vigor (defense) and 3 wits (saving throw/social). wits is used to make it do something an animal wouldn't normally know how to do, like open a door or fighting people without mauling them to death
-invent a new fighting technique.

rogues- you get luck points whenever you mess with something obviously dangerous and nothing happens, disarm deadly traps, as well as when you steal known treasure like the hope diamond but the fantasy version so the dragon diamond

costs 1 luck
-roll a d8 instead of a d6 when you roll your cunning, speed, or guile
-jump onto the back of a bigger creature or fighter; these count as cunning attacks and they can't hit you until you are knocked off
-crush up bugs, leaves, and berries nearby to make a mild poison. lets other party members use your cunning in place of attack if they want to. 3 uses.
-usable when you fall off a cliff; roll speed and reduce fall damage by that much.
-if you have at least 1 minute to hide you can hide somewhere and don't need a roll to avoid being seen. only works in places with something to hide in or behind.
-pull a hidden dagger or arrow out of a secret pocket; you always had this extra one right?

costs 2 luck
-reroll any cunning, speed, or guile roll until you get at least a 4
-usable if you kill a poisonous or venomous creature; extract 3 uses of venom/poison which retains its strength.
-bypass any lock without a roll silently within 10 minutes (+1 luck cost) within 10 seconds
-when attacked by a volley of projectiles; roll speed and avoid that many arrows or darts.
-fire an arrow at super long range; normal attack damage if it hits

costs 3 luck
-count any cunning, speed, or guile roll as though you rolled a 9
-using local plants and items create a moderate poison. deals 1d6 damage every 10 minutes until a save is made or the person dies.
-usable when you are trapped in a random pit, cell, or room somewhere. you'll find a secret passage or hidden key or switch to get out.
-prepare a hidden weapon up your sleeve and when it is used get +2 cunning for the attack
-rap your knuckles on the floor and automatically know where all the traps are in the nearby area
-put up your cloak and slip away; even in the middle of a fight you go into stealth mode and your next attack is a cunning/surprise attack.
-roll up a piece of paper and stick it in someone's pocket, on a bird, etc. that message will always reach your target within 1d6 days.

costs 4 luck
-you manage to get a map of either a place to rob or a treasure map to a forgotten place or treasure
-sweat talk an intelligent monster into joining your side or offer them a cut. roll guile + leverage and if you beat they join you. if they don't you get points refunded for this ability.
-count a failed saving throw as a success instead
-downtime; create a disguise that makes you look like someone else. can be a different race or w/e.
-downtime; stitch a secret pocket or compartment in one item of yours. permanently can store a small item, weapon, or poison vial in there that nobody else can find or steal.

costs 5 luck
-when all else fails you turn invisible. lasts up to one hour or until you attack someone.
-improve any of your basic stats or HP by +1
-gain an expensive and rare clockwork gadget like a pair of synchronized stop watches, a grappling hook with autowinch, or hidden wrist crossbow
-recruit a spy network of kids, beggars and prostitutes in a nearby city. they'll give you information on everything that happens there
-death poison. custom crafted poison for any specific creature; kills within seconds.
-invent a new rogue ability

mystics- you get magic points whenever you witness natural magic, uncover ancient or forbidden knowledge, and when you exorcise or befriend a powerful spirit.

costs 1 magic
-roll a d8 instead of a d6 when you roll your potency, resolve, or intelligence.
-fire an elemental blast of cold, flame, or shock; +1 potency vs things weak to that element.
-levitate for one minute or less. able to move as fast as walking speed but in any direction.
-usable when you come across strange runes; you know what language it is and of what era, though you don't necessarily know how to read it.
-grant a party member a magic shield. they can use your resolve instead of their own defense stat if they want for one attack.
-use magic to replicate the effects of a mundane tool like a shovel, lantern, chisel, etc. 1 hour
-permanently change a minor detail about a mundane item. such as dye color, shape, etc.

costs 2 magic
-reroll any potency, resolve, or intelligence roll until you get at least a 4
-area of effect spell deals 1d4 damage to all enemies in room-sized area, they get a save
-disappear to get out of danger and reappear once its safe or when you choose. you reappear at the same spot (+1 point cost) back with your friends.
-cancel any ongoing spell or magic effect cast by another mystic. magic cost is equal to the original spell +1
-roll resolve and get a protection aura that protects you from environmental hazards like smoke, water, spores, etc. lasts turns equal to resolve roll. can also be cast on other people.
-enchant an object so the next time it is touched, worn or used it gives a vision to the person who used it. the vision can be anything your character has experienced before or a 'snapshot' taken when this spell is cast

costs 3 magic
-count any potency, resolve, or intelligence roll as though you rolled a 9
-curse someone; like make them hideous, change them into an animal or make them lose one of their senses or go insane. only works on people you 'defeat' in some way, not just random people you see. lasts a number of days equal to potency roll.
-identify any magic item you can see. you can feel its aura and know what sort of magic effects it has
-draw, pace, or mark a circle or other line and stop all creatures of one type you choose from entering roll resolve and lasts that many hours if you leave or days if you stay in the circle
-rapidly reverse or accelerate time on a single object or plant. make ancient machines work again, ancient oaks crumble to weeds. some things are built to last, or never worked to begin with tho
-turn yourself into a common animal. lasts as long as you want, but you can't talk or cast spells.

costs 4 magic
-craft a magic wand that fires bolts of energy, letting you attack at range using your potency. requires several gems and rare woods to create. it holds 7 bolts that recharge every dawn and dusk. can also spend 1 magic point to recharge
-usable when presented with a puzzle or riddle; your character gets 3 hints to the solution
-trap a defeated or friendly spirit into a physical object like an urn, puzzle box, book, weapon, etc.
-create a permanent golem, zombie, elemental, etc. roll your intelligence to determine its stat total, HP equal to stat total. it's not very smart or ambitious but obeys your commands and can guard stuff.
-control the weather. roll intelligence and it lasts that many hours; can make it rain, sunny, create a hurricane, up to you

costs 5 magic
-regenerate a lost limb, eye, or other body part or cure a moderate disease. can do this to others
-create a permanent portal within one doorway, circle of standing stones, etc. that allows travel between two realms of reality or far away places. you must have visited both these places first, but this magic cost counts for both entrances
-create a talisman or ring of great personal power to you. can be used once a day to cast a single 1 cost magic effect for free but it also contains your life force. if stolen from you you'll weaken and die within 7 days. if destroyed you lose -1d4 max HP
-find a young boy or girl with the rare gift of magic to be your apprentice.
-improve any base stat or HP by +1
-invent a new spell

invention rules-
each class allows you to invent a new power for 5 resource cost. this lets you basically create another resource cost ability of your own design. however these abilities must be in line with your class, and the point cost is up to the DM. too powerful abilities may be veto'd or edited.

combat rules-
in combat everybody uses contested rolls to see what happens. attack stats (might, cunning, potency) are rolled against the defense stats (toughness, speed, resolve); if the attack stat is bigger then the defense stat it deals damage equal to the difference between the two. remember that you only use stats if the action matches it; so mystics don't get to add potency to firing a crossbow at someone, but a rogue might if doing it from a hidden sniper tower.

your social/saving throw stat (courage, guile, intelligence) is used when enemy monsters use special attacks or tactics against you, and to rally your hirelings or minions. minions and hirelings will need to be rallied if they fight scary high level shit, or marching in formation, stuff like that.
one handed weapons and thrown weapons add +1 to your attack stat.. two handed weapons do +2 damage, which only warriors can use obvs. shields block 2 points of damage per combat round from any attacks that slip through your normal defense.

armor is more complicated. armor lets you improve the size of your defense dice to a d8 or d10 if you have advantage over enemy's weapon. so chainmail is strong against swords but weak vs bodkin arrows and crushing attacks. padding is good vs hammers but weak vs slashing. wooden weapons will always have disadvantage to metal armor and so on.

social rules-
when you talk to people in town or try to get in the princess's pants you need social skills. everyone can do it but it's related to your stats again; warriors are all about boasting and inciting angry mobs against monsters or corrupt nobles. rogues lie to people and make them think you're something other then a dirty cutpurse. mystics convince people with logic and win debates because they're so smart.

to win socially you have to roll your social stat with a d6 and get over the number of people you're trying to convince to take you seriously. this doesn't actually mean you can control anyone's mind, just that people won't just write you off and will take your words at face value. if they're from a higher social class or part of the authority in this land you have to roll +2 more.

when you are in town or a city you can spend 1 resource point to recruit someone with no big abilities or fighting skills, like a courier, cook, stableboy and so on. for 2 resource points you can recruit a retainer of your class instead. warriors get a squire, rogues get a pickpocket, mystics get a scribe and so on. pets also follow this formula.

exorcism rules-
this is more for the mystics. in order to fight intangible spirits or evil entities you must chant sacred words to damage it while it tries to attack, possess, and haunt people.
each round the spirit gets to attack anyone's basic stats. if it finds someone with a weak stat (2 or less) it will likely attack them over and over in that category until they leave or are 'drained'. spirits attack by rolling 2 dice vs the target stat, the person only gets to roll a d6 to defend themselves if they know a spirit is trying to hurt them. weak spirits like ghosts get 2d6, stronger spirits like minor demons get 2d8, nature spirits and magical shit get 2d10 and gods get 2d12 in spirit form.

'attacks' done by spirits are like feelings of dread and hallucinations of weakness tied in with the stat. if a magic user has low intelligence and is being attacked, it may remember fake or real memories of being mocked in school for being a slower learner, or a warrior with low might sees a vision of him being trapped under thin ice, unable to escape.

each time it does this the person loses -1 HP and the spirit gains a resource for each health point drained. spirits have nasty hidden powers by using the resource points they get from draining your health. don't fuck with them

additionally each person who helps the exorcist by smashing evil idols, praying together, waving incense, etc. adds +1 to the most potent mystic.


shopping rules-
whenever you're in a town, big army camp, or anywhere where you have could find a lot of goods and services you can buy stuff.

basic supplies and services like torches, arrows, food, non-magical transportation, horses, slaves and so on can be bought and found by anyone

for specific stuff you have to use social rolls, once again based on class. warriors can find armor and weapons, the best warhorses and steroid potions. rogues find the black market with all its illegal stuff and ruthless people. mystics of course can find rare and illusive tomes, little fairies in cages, and magical talking cats up for sale.

when you look for specific stuff like the above roll your social stat and that is how many of whatever you are looking for is available in broad terms.

special combat rules-
armies of 20-50 men or more are special in that they don't act like normal fights with all those combatants. every round these armies do 1d10 damage to individuals standing up to them regardless of defense rolls and have health equal to the average soldier in the army. individual attacks cannot hurt them unless you use a AoE attack, bomb, huge warrior cleave or something similar.

if the army reaches 0 hp it doesn't die, it is just broken morale and is now a loose group of individuals. only a leader making a social roll can try to rally some of the soldiers.

buying stuff and prices-
any basic good can be bought for 1 coin. this includes stuff like a night at the tavern, a torch, an arrow and so on. to know the cost of your order you just multiply by how many you're buying.

basic tools and equipment like rope, lantern oil, blankets, clothes, bags and so on cost 1d6 if buying individually or 2 per object if you're buying in bulk of at least 20 total things.

specific stuff you're buying based on your class and social rolls have costs based on the usefulness of the object and what you yourself could make or find it for in resource cost. roll 1d6 per resource cost you would take to make that yourself and multiply by 100 to find the price of the item in coins.

property like houses, castles, forts and so on can only be bought if you do quests for its current owner or you build it yourself by clearing the land out and keeping it free from monsters. the cost for this is huge, but if you are getting close to having the resources and status for it roll 1d100x10. this is the discount you'll get on the cost for doing a quest to the seller or related to the construction area.

finishing up-
this game is inspired by "i kill puppies for satan" and is a very loose ruleset. only play if you have a really good DM k? 

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