Showing posts with label BtPG. Show all posts
Showing posts with label BtPG. Show all posts

Wednesday, June 6, 2012

BtPG Magical Catastrophe Table

Here is the Magical Catastrophe Table. Remember, it is only used when a caster attempts spells beyond his normal capacities, and even then, only if the casting roll is a "2". Magic has the potential to be dangerous, if misused. It is not like handling raw plutonium unprotected.



Magical Catastrophe Table
Roll (2d6)
Catastrophe
Effect
2
Deformity (1)
A randomly determined physical deformity (horns, red skin/eyes. Boils/warts, etc)
3
Mindwipe (2)
Caster loses all spells. They must be restudied before they may be used again
4-5
Blowback
Caster suffers damage equal to Rank of failed spell
6-8
Fatigue
The caster may not cast another spell for a number of turns equal to the Rank of the failed spell
9-10
Mindburn (3)
Caster loses spells equal in Rank to the Rank of the failed spell
11
Soulburn (4)
Caster permanently loses 1 hp
12
Visions (5)
Caster is given horrific visions of the fate that awaits all who work magic. Reduce WIZ by 1.

Modifiers
  • + Spell Rank
  • Caster's WIZ

Notes
  1. Each time this is rolled it is either a progression of a former deformity, or the beginnings of a new one. A single deformity may only go through three stages. At the first, it is concealable or explainable, the second stage results in -1 to CHAR, with the third stage resulting in a -2. A caster may have no more than three deformities at stage one. If he has three at stage one, any subsequent deformities will be progressions of those already manifest.
  2. The study time for this is not reduced by INT.
  3. The caster may select the spells to be lost. They may be restudied after the caster has rested.
  4. Permanently reduce the caster's hp by 1. Nothing short of a Wish or divine intervention will restore hps lost in this fashion. The pain of this catastrophe never fully fades.
  5. These visions haunt the caster until the end of his days. They fill his dreams and quiet waking moments. The WIZ lose is permanent, and in addition, the caster never again reduces his study time for any reason.

Tuesday, June 5, 2012

An Open Question

I love the idea of Lamentations of the Flame Princess. Weird/horrific fantasy seems really cool to me. So, I started thinking about adding some horrific elements to my BtPG RPG. Well and good, but then I started thinking (always a dangerous thing). That leads us to the Open Question:
Other than some sort of Sanity/Insanity rules, what mechanical ties to the system does weird fantasy need?
I can't think of any really. Maybe a slightly more detailed Fear/Fright system. It just seems to me that scary roleplaying is more about setting and adventure design than about mechanical support.

So, what are your thoughts on the subject?

Monday, June 4, 2012

BtPG Saving Throws

Just like it says on the tin. Also, I put a persistent link to the most current version of the rules in my "Free Swag" links section, lower right.



Saving Throws
It often happens in the course of adventurous affairs that adventurous sorts must rely on divine providence, dumb luck, and the smiling of Fate herself to carry the day. These necessarily tense times are handled by Saving Throws. There is one base range of Saving Throws for all classes. These are modified by the attribute most related to the attempt and the class of the character.


Level
Roll Required (2d6)
1-3
12
4-6
10
7-9
8
10-12
7
13+
6


Modifiers
  • + Relevant Attribute
  • Class-based modifier +2
    • IF STR or CON are relevant attributes AND class is MIGHT
    • IF INT or WIZ are relevant attributes AND class is MAGIC
    • IF DEX or CHAR are relevant attributes AND class is MIEN

Some examples of relevant attributes:

STR anything related to pure muscle power
CON anything related to the character's vitality or anything that alters thr character physically, ie polymorph or petrification.
DEX anything that can be avoided by moving out of the way
CHAR there aren't many Saving Throws that benefit from CHAR
INT anything that affects, alters, or attempts to directly control the target's mind
WIZ any other spell or spell-like effect not specifically related to one of the other attributes.

A roll of “2” always fails, regardless of modifiers.

Saving Throws as Task Resolution
While it would lack the “feel” of the Good-At system, there is no reason Saving Throws could not be used to resolve more mundane situations, as well as life-or-death situations. It would be a simple matter of assigning the task a relevant attribute and making a Saving Throw. Want your Mien character to scale a wall? Make a Saving Throw with the DEX mod and class mod. Many tasks could come under more than one attribute, fostering the player to think like their character, seeking any natural advantage they could find in any given situation.

Sunday, June 3, 2012

BtPG Overkill™ Table


It may have occurred to some of you that the amount of hp available to characters is quite small. I think that plays well with the combat system as a whole, plus it really fits with a grim-n-gritty S&S feel. Not to mention it speeds up combat. Now, before anyone gets ready to comment on that, let me say that this combat needs a little speed. Most opponents in combat are only going to score a point of damage 16% of the time. This is offset by tossing a few dice at the problem, but still, if everyone ran around with 30 or 40 hp it would take forever.

Still and all, I never intended it to stay "dead at 0" for PCs. I've always loved the way WFRP handled hit points, death, and critical hits. For as long as I have been trying to develop a complete game from Chainmail, I've been trying to implement a similar system. So, here it is, with a snappy name and all. Note that in most cases, the positive and negative mods will wash, or at least get close to it. I really wanted it to basically be a crap-shoot once a character is reduced to this point. He is at the mercy of the Fates.


I've updated the pdf to include this table. It is accessible from the link I provided in the previous post.

The Overkill Table

Whenever a player or important NPC is reduced to 0 hp they are essentially at the mercy of their attacker. Any active defense they can muster is wholly inadequate and my well be met with scorn and ridicule.

The following Overkill™ conditions are immediately in effect:
Defense Type is reduced by one category
The character no longer gains any benefit from DEX
Each time he suffers damage while at 0 hp, roll on the following table:

Roll Effect
0 > Invigorated Character's hp reset to 1hp and Overkill™ conditions no longer apply
1 Providence The character narrowly avoids a fatal blow.
2 Scarred The character is scarred permanently. There is a 50-50 chance of a +1 or -1 to CHAR.
3 Hobbled The character's DEX is reduced by -1. This may be either healed magically or through one complete month of rest.
4 Crippled As Hobbled, but may only be healed magically.
5 Dead The character is killed instantly.
6 + Ruined The character is not only killed, but his body is utterly ruined as far as any sort of resurrection is concerned.

Modifiers
  • + CON
  • + Armor (0 thru 6)
  • + HD (not counting additional hp)
  • Damage suffered this round
  • Weapon Type (0 thru 6)
  • HD of opponent delivering Overkill™ attack

BtPG RPG Update

I've updated the pdf to include "Starting Good-Ats" and How to Read the Combat Table. The document has, in the footer, a version number and "rolling" date. These should help anyone interested in making sure they aren't looking at an older version.


Actually, the previous links point to the most current version, I just repost the link for convenience.

Saturday, June 2, 2012

Quite a Week

This has been a fantastic week for the blog. First off, I made my 200th post this week. I'm not sure if I ever thought I'd make it this far. Secondly, I just reached 10,000 hits. That is just amazing to me. I can not thank all of you enough for helping me reach these milestones. I know that without continued interest and support I would have never made it to this point. Finally, last but not least, I have at long last managed to get a workable system based off Chainmail put together. I am very happy with it and I hope all of you who are reading it are happy with it, as well.

Ok, enough celebrating. Let's get on with the next 200 posts, 10,000 hits, and maybe finishing Beyond the Pale Gate RPG and getting a supplement in the pipe.

BtPG Starting Good-Ats PLUS Combat Table Key

There were a few oversights in my rush to update for the weekend. The first one I want to address is this.

Starting Good-Ats

New character start with a number of Good-Ats equal to their Attributes (which will be 3,4, or 5). Note that this is the Attributes and not the amount of points spent on them.

These beginning Good-Ats should be relevant to the Attribute that granted them. So, a character of Mien might have Attributes of DEX+2, CHAR+1, INT+1. Two of his Good-Ats would be DEX related, one would be CHAR, and one INT.

It is a good idea to use these starting Good-Ats to reinforce the character concept. Taking cues from existing D&D classes is a viable option, but really anything that provides a mechanical hook to the role playing concept of the character is good.

Combat Table Key

I realized I forgot to put a key on the Combat Table.

A/B
 C

A=d6 Rolled
B=per xHD
C=Number needed to score a "hit". Each hit + 1 point of damage.

So, an 8 HD attacker wielding a Heavy Weapon attacks an opponent with a Defense Class of Armored. The entry on the Combat Table is:

1/2 (He rolls 1d6 per 2 HD)
 6   (He needs a "6" to hit)

This means the attacker will roll 4d6 and score one hit for each "6" rolled.

Friday, June 1, 2012

BtPG PDF Update

I have updated the pdf for my Beyond the Pale Gate RPG. The updated pdf includes the fundemental combat rules, the combat table, and the monster stats. With this update, this is a playable system. It is definitely still very rough, but the major systems needed for play are there. If you want to try it out, you'll still need access to some form of basic D&D, preferably the LBBs. You'll need it for things like treasure tables, spell lists, and equipment, for the most part. Those are all things I am going to be addressing as the project continues.

I especially want to work on spell lists unique to the BtPG experience. I feel so pretentious saying that, but I want to provide a unique magical environment for the game. That has always been a design desire of mine, and I think I am at least off to a good start with it here. I want the spells to reflect the idea that I put forward in the rules, about wizards tailoring a casting to achieve a variety of effects based on the efficacy of any particular spell. Sort of a combination of pre-defined spells and free-form casting.

If any of you read this pdf, please tell me what you think. If you actually manage to give it a try, I would love to hear how it handles for you. I know it is very raw, but I've seen enough one-man retros to know it is as complete as a lot of them out there. So, please, give it a look and let me know. I am very excited by this. I want to not only keep its development going, I want to make it the best game it can be.

BtPG RPG


OK, I know I said I wouldn't do this, but I'm an idiot. At first I thought this "project" would be a few of my ideas bolted onto someone else's system. It has morphed more into my take on a separate evolutionary branch of Chainmail. That's ok, because it's something I've been trying for years. Now, this thing has a life of its own. So, I've collected what all I have so far into one document.

The only thing, system-wise, missing at this point is combat. I have that, but I'm currently editing it to bring it more in line with my attribute/character rules. I may have it done this weekend.

Also, I've installed Dropbox. Sharing these writings of mine has been a major thorn in my side, so I'm hoping Dropbox simplifies things. If you do follow the download link, pleas let me know how your Dropbox experience went, so I can gauge how useful it will be moving forward.

And, now, I give you . . .

There is updated stuff in here from the blog posts, it's not just the posts all collected and pdfed. Feedback would be awesome.

Thursday, May 31, 2012

BtPG Classes

Here's some updated class info, including the aforementioned XP charts. The "Fights As/Defends As" columns refer to the character's ability to be an extremely dangerous opponent at higher levels, regardless of equipment. I want to model the notion that a 6th level Might character, for example, is someone you just do not want to fuck with. I'm not sure if this is the best way to do it, but it's the first way I'm going to try.
Obviously, the first attribute increase is to one of the two attributes that are tied to the class. The second, "Any Other" bonus may be applied to any attribute, but may not raise any attribute above +3. Attributes higher than that are reserved for gods, legends, and the heroes of tragedy.


Might
Adds STR in combat
Subtracts DEX from opponent's HD in combat
May divide HD among multiple opponents
May wear any armor
May use shields
May use any weapons (including intelligent swords)
May use magical scrolls written for Might characters

Adventurers of Might could be called Fighting-men, Rangers, Skalds, Samurai, Paladins, Knights, Barbarians, Soldiers, Mercenaries, etc.

Level
Experience Points
Hit Dice (HD)
Fights as...
Defends as . . .


Attribute Increase
1
0
1+2
Same
Same

2
2000
2
Same
Same

3
4000
3
Same
Same

4
8000
4
+1 Category
Same
+1 STR or CON
5
16000
5+1
+1 Category
Same

6
32000
6
+1 Category
+1 Category

7
64000
7+1
+2 Category
+1 Category

8
128000
8+2
+2 Category
+1 Category
+1 Any Other
9
240000
9+3
+2 Category
+2 Category

10
360000
10+1
+2 Category
+2 Category



Mien
May only wear Light Armor
Subtracts DEX from opponent's HD in combat
May Dodge melee attacks (see Combat rules for details)
Adds CHAR to Influence and Reaction checks
Adds DEX to Initiative
Subtracts DEX from hits received (not from opponent's HD)
Only Surprised on a roll of “1”
May only use Light Weapons
May attempt to use any magic items (subject to failure roll)
Automatically fights

Adventurers of Mien could be thought of as Thieves, Rogues, Scouts, Bards, Acrobats, Entertainers, Smugglers, Bandits, Outlaws, etc.

Level
Experience Points
Hit Dice (HD)
Fights as...
Defends as . . .


Attribute Increase
1
0
1
Same
Same

2
1200
2
Same
Same

3
2400
2+1
Same
Same

4
4800
3
Same
Same
+1 DEX or CHAR
5
9600
3+1
Same
Same

6
20000
4
Same
Same

7
40000
4+1
Same
Same

8
60000
5
Same
Same
+1 Any Other
9
90000
5+1
+1 Category
Same

10
125000
5+2
+1 Category
Same



Magic
Adds INT to number of spells known
Adds WIZ to Casting Rolls
May only use a dagger or quarterstaff
Any other weapons used roll on “Brawling” row (But see below)
May use one-handed magic swords beginning at 5th level
May not wear armor, nor use shields
May use any non-weapon/armor magic items

Adventurers of Magic could be thought of as Wizards, Sorcerers, Diviners, Summoners, Fortune Tellers, Soothsayers, etc.

Level


Experience Points


Hit Dice (HD)
Fights as...
Defends as . . .


Attribute Increase
1
0
1
Same
Same

2
2500
1+1
Same
Same

3
5000
2
Same
Same

4
10000
2+1
Same
Same
+1 INT or WIZ
5
20000
3
Same
Same

6
35000
3+1
Same
Same

7
50000
4
Same
Same

8
75000
5
+1 Category
Same
+1 Any Other
9
100000
5+1
+1 Category
Same

10
200000
5+2
+1 Category
+1 Category



It Was Just a Joke

The whole Hordes & Whores thing, that is. Who knows? Maybe one day I will want to collect this and make it available as a more stand-alone deal. It is taking on a life of its own. I've been working on fleshing out the class information some more, including advancement tables. The XP per level is straight from the LBB, which I'm not even sure how balanced that is, considering what I'm doing with the system. I just used it as a starting point. Hopefully it will still track pretty close.

Anyway, like I said, if this thing keeps gaining mass, I may try to pretty it up and make it available. If I do, I think maybe Hordes & Whores, as a name, may restrict my audience somewhat. I've decided I'm going to call it Beyond the Pale Gate. I've always liked the notion that things are normal close to home, but once you pass a certain point, you've crossed into another realm.

I've mocked up a new cover, duly submitted for your approval . . .

Beyond the Pale Gate RPG

Quick Task Resolution for BtPG

Many of you may remember a quick resolution for the LBBs that I proposed a few weeks ago. That one was based on d10s. Well, in BtPG I am keeping player operations using d6s, so that system needed a slight re-write. I've also included some guidelines for keeping it from getting out of hand.


Quick Task Resolution
Many tasks undertaken by adventuring characters may be considered to automatically succeed. It should be relatively obvious, based on class, which tasks fall under this. There will be certain tasks, and instances, where success isn't so sure, and success must be randomly determined. There is no skill system, as such, to govern such things. There are, however, opportunities for a character to improve in his abilities to perform specific tasks.
The player will roll 2d6 and add the appropriate attribute. Consult the following chart to determine further modifiers:

If the task attribute is . . .
and the class is . . .
Add . . .
STR
Might
Level
CON
Might
Level
DEX
Mien
Level
CHAR
Mien
Level
INT
Magic
Level
WIZ
Magic
Level

Other modifiers may apply, as appropriate, such as rope and climbing gear for attempting to scale a mountain cliff. These modifiers should normally be +1, perhaps rarely +2.
The referee will roll 2d6, modified by the particulars of the attempt, such as weather, lighting, or any other factors deemed to bear on the task. The player's roll must equal or exceed the referee's roll.
If the player's roll should be a natural “12” (two 6's), the character has gained some special insight into performing the task at hand. He is said to be “good at” whatever the task was. Note the task on the character sheet. From then on, whenever the same task is attempted again, the player rolls 3d6, keeping the best two. Subsequent 12's grant a +1 bonus to future rolls.
Limitations
A character may be “good at” no more tasks than his level, nor may any additional bonuses exceed the character's level.
For example, a third-level character may be good at three particular tasks, and may have a maximum bonus of +3. So, a “thief” (character of Mien) of 3rd level could be good at Opening Locks, Sneaking, and Fast Talking, meaning the player will roll 3d6 when attempting those tasks. He could also have up to +3 in additional bonuses, so he could have Sneaking +2 and Fast Talking at +1, or any other combination that is no higher than +3.
Should a character who is at his Good At maximum roll another “12” he has the following options:
If the task was something the character was not already Good At, he may replace one of his other Good Ats;
If the task was something he was already Good At, but his additional bonus for the task is less than maximum, he may add +1 to his Good At by reducing the bonus of another Good Ar.
For example, continuing with the Thief from above, he is Good At Opening Locks, Sneaking +2, and Fast Talking +1.
Example One: While attempting to Sneak the player rolls a “12”. He can decline the additional bonus on future rolls and nothing more happens, or he can opt for an additional +1 to future Sneaking rolls, but will have to forgo the +1 bonus to Fast Talking, as his total maximum bonus is +3.
Example Two: While attempting to decipher an ancient treasure map the player rolls a “12”. The player can simply decline to become Good At Map Reading and nothing further happens or he may opt to become Good At Map Reading, but he will have to drop one of his other Good Ats.

I hope that isn't too difficult to follow, my words are flowing a little sluggishly this morning.

Wednesday, May 30, 2012

BtPG Classes


Character Classes
Adventurers are divided into three broad classes, related to how they approach their adventuring careers. The classes are Might, Mien, and Magic.

Adventurers who rely on Might depend on physical solutions to overcome most problems. They may well be quite intelligent, eloquent, or agile, but they always deal with their problems in a direct and usually physical manner.

Adventurers of Might could be called Fighting-men, Rangers, Skalds, Samurai, Paladins, Knights, Barbarians, Soldiers, Mercenaries, etc.

Adventurers who rely on Mien survive on their wits and charm. They may be strong or intelligent, but force of arms or scholarly pursuits are not their way. They deal with their problems by deftly side-stepping or smooth talking.

Adventurers of Mien could be thought of as Thieves, Rogues, Scouts, Bards, Acrobats, Entertainers, Smugglers, Bandits, Outlaws, etc.

Adventurers who rely on Magic depend on unseen eldritch forces to deal with the perils of adventure. They may be strong of arm or glib of tongue, but when trouble starts they summon their magic.

Adventurers of Magic could be thought of as Wizards, Sorcerers, Diviners, Summoners, Fortune Tellers, Soothsayers, etc.

The player is free to use any terms desired to describe his character, but an adventurer of Might has Might as his class, no matter how he is described.

Might
Adds STR in combat
Adds CON to hp
May divide HD among multiple opponents
May wear any armor
May use shields
May use any weapons

Mien
May only wear Light Armor
Subtracts DEX from opponent's HD in combat
May Dodge melee attacks
Adds CHAR to Influence and Reaction checks
Adds DEX to Initiative
Only Surprised on a roll of “1”
May only use Light Weapons

Magic
Adds INT to number of spells known
Adds WIZ to Casting Rolls
May only use a dagger or quarterstaff
Any other weapons used roll on “Brawling” row (But see below)
May use one-handed magic swords beginning at 5th level
May not wear armor, nor use shields