Sunday, 30 October 2016

Google's cat wizard

Have you seen that new doodle? If you haven't, go play it before halloween ends! I just beat it, and I liked it so much that I made this in a hurry.


You're all cute furries trying to free your magic school from a ghost invasion.

you start with 2d6 HP

cats get agility
cows get strenght
dogs get awareness
goats get stubborness

You start with one spell at random, plus a free one (0-summon dim light)

1-elemental summoning (choose an element, it can be anything)
2-exorcism (fucks ghosts)
3-revivify others (might work with things)
4-ward (protect a place or a person from a danger; if you suffer harm, sacrifice the ward instead )
5-minor illusion (can give near invisibility)
6-minor blessing (enhance temporarily a thing, say how, or give aid to an action)

you roll 1d6 for an action. On a 5-6 you succeed, on a 4 there is a cost or downside for success (you're attacked, you have to spend scrolls/reagents, etc).

roll +1d6 and take the best result if you have a trait that fits the situation.

roll +1d6 and take the best result whenever you have time and resources to prepare a spell, or carefully prepare an action. (pro tip: This might let you attempt spells you dont know, but you'll roll 1d6 only)

You go around the school looking for books and  reagents to cast more magic; and sending ghosts back to their plane. 

To attack, your dice results are summed, and compared to the ghost attack (1d6 usually). The difference is dealt in HP to the lowest roller. Ghosts have 1hp, or maybe more depending on their level.

Questions:
-Who is the big bad ghost behind all this? What does s/he want? might s/he have family ties with one of the PCs?
-Where did all the teachers go? maybe one of them knows something about it?
-Who is your most hated classmate and what part does s/he play on all this? Where is your class crush? Might the book you lent him/her have the clue that can help you solve this situation?

What's at the end of the corridor? 
1.the kitchen 
2.bathrooms 
3.sleeping chambers 
4.the greenhouse 
5.the potions' classroom 
6.the director's office (there is a confiscated objects' chest in here, locked)
7.the library (gargoyles ward the forbidden books section)
8.the observatory (also the room for the messenger pigeons)
9.the divination classroom
10.the great hall
11.the history classroom
12.the artificery classroom
13.the chamber of secrets!
14.the backyard
15.the infirmary
16.a teacher's chambers
17.manteinance room (pipes, water heater, calefaction system)
18.defence against the dark arts classroom
19.a forest (yeah, a forest. With a lake on it)
20.the gym class

Thursday, 6 October 2016

Some questions to help worldbuilding




1. What is strange about the world's geography/cosmology?

2. Why did the last war started?

3. What is a common thing in our real life world which is a prized treasure here?

4. What is this world's particular way to solve disputes?

5. Which hazard is that one which people is always preparing for?

6. Which one is waiting to arise, totally unexpected?

7. Which kind of people are here most respected?

8. Which was the last invention to enter in people's everyday lives?

Taken from a game called Eitr; looks very cool.


Thursday, 7 July 2016

The Hoyoyo Gang, 3d6 system, Anime overload

A polished variation of the previous entry. I'll try to post a mission generator table on the following days, so you get the tone of the game. Is roughly inspired on Dr.Slump, early Dragon Ball and Ranma; the idea is that PCs are a gang of troublemakers who must solve cases on a small village, most of them involving heists and fights. 




Choose your class, it will give you some expertise fields and some gear.
At the end of every adventure, you recover all used or lost items and can choose a new one without class restriction.
You also get a traveling bag: at anytime you can roll to search for common objects on it (like matches, pen and paper or some money). Any other gear you'll have to find it elsewhere.



1. Samurai: (using polearms and swords; enduring for a noble cause, motivating others, gaining people's trust when being sincere). You get a katana (close, can deflect projectiles) and...
...a spear (reach, can be thrown)
...a wakizashi (hand, easier to conceal)
...a heavy armor (+2AP)


2. Ninja: (acting stealthy, impossible acrobacies and climbing, deception, reflexes) You get assorted kunais and shurikens (short range) and...
...a replacement wooden log (+1AP, you become automatically hidden nearby after use)
...a grappling hook (reach, useful to climb and entangle)
...a handful of smoke bombs.



3. Hunter: (outdoors knowledge and survival tricks, reading tracks and situations, aiming projectiles, finding a weak spot)
You get a longbow (long range) and...
...a curse: you become an animal (choose one) whenever you touch water. It takes hot water to revert you to your original form. You also get a free umbrella (close).
...an old scar (you're always prepared when fighting whatever did this to you, your call)
...the diaries of your father. They have information about pretty much anything.



4. Cleric: (Healing others, charming others, magical lore, talking with spirits, searching for an appropiate potion in your bag).
You get a fancy walking cane (reach, makes you look wise) and...
...a deck of tarot cards (ask questions about anything)
...a spell to summon a spirit or a relic (your call, it's impredictability is proportional to its power)
...a mystical ward (put a small protective enchantment on an area, person or place)
5. Monk: (brawling when unarmored, enduring harm, feats of willpower, speaking wise proverbs)
Due to the hobo lifestyle, you have no gear, but you get techniques instead. You start with danger sense (you're prepared for surprise attacks and ambushes) and...
...the afterimage technique (make shadow copies of yourself to confuse an opponent)
...a rock-breaking strike (destroy anything, takes 2AP to negate)
...concentrate to summon a flaming ki aura (+1AP, awesome transformation)



6. Tinker: (fixing, tweaking and building artifacts, finding clues, scientific lore, searching your bag for a small tool or gadget)
You get a a mysterious device (state what it does at anytime, it might not be as reliable as you think)
a small ice gun (short range, can hit enemies and freeze water surfaces)
a helmet with fancy googles (+1AP, state at anytime how they improve normal vision)
a pair of walkie talkies, can be tweaked to catch up frequencies.



You can attempt something risky if you can claim some dice. You get:
+1d6 if it's something that anyone could do
+1d6 if it falls under your class expertise
+1d6 if you have advantage or take time to prepare.
-1d6 if you're hindered in any way

Highest result decides the outcome:
1,2 or 3 is a failure (in combat, the opponent hits you, or gets into fighting range and attacks you).
4 is a success, but there is a complication, limitation or cost.
5 and 6 are a plain success (you hit the opponent, you parry the opponent's attack or do whatever you set to do). For each success after the first, you get an advantage or deal an extra blow to the opponent.

PD: The core mechanic is basically the same than the one I used in Fire Elixir (see older entries!)



There are five weapon ranges: Long range>Short range>reach>close>hand.
Normally the attacker with the most range gets to attack first, before the opponent gets into fighting range. Reverse this rule when in narrow corridors or similars, where small weapons are much handier. When using weapons of the same tier, attacks are simultaneous.


If you're hit, you can roll to stand your ground. On a failure, you're out of action somehow. You can burn 1AP (armor point) to turn a failed endurance roll into a success. Hitting an NPC takes 1AP directly from them; if they haven't any, they're defeated (let the fiction and, ultimately, the GM decide if they're dead, fainted or just vanquished!)

Thursday, 30 June 2016

Six jobs and a 1d12 system

To hit an enemy, succeed on a difficult task or save against a danger, roll a d12 under or equal relevant job+lvl (start at as level 1 rookies, raise a level every adventure, retire as veterans after level 5)

pick a main job (+6) and a side job (+3) and choose any two items from any of your jobs.

1. knight (using knightly weapons, enduring for a noble cause, inspiring others).
You get a suit of heavy armor (2AP); a mace and a shield (1AP) or a two handed sword.

2. thief (acting on stealth, knowing secrets, evading an attack, climbing). You get a grappling hook, 6 throwing knives or a ring of lockpicks

3. hunter (environment lore, ranged weapons -or natural weapons if you happen to be non-human-, tracking and survival tricks). You get a bow, a faithful pet or a shapeshifting necklace that lets you assume an animal form.

4. healer (heal the wounded, summoning spirits to perform a small task or bless an action with an extra roll). You get a bag of ingredients (use them to make all kinds of potions) a dangerous scroll on Elder Gods (use that power at your own risk) or a pack of tarot cards (use them to ask any question to the GM)

5. monk (brawling when unarmored, sense of danger, enduring harm, deep inner wisdom). You start with nunchucks, an old scar (re-roll any roll when you fight whoever did that to you, decide it whenever you want) or a diary filled with your master's teachings

6. tinker (craft and repair things, know something about everything, deception and charm). You start with the tools of any trade, a musical instrument or a small bag of gold

You all get one from this list: a cane, a knife, a healing potion, light armour (1AP) or a sling.

taken from momodora: reverie under the moonlight (2016)
Initiative order is by weapon size (bows>slings>spears and two handed swords>swords and maces>claws, clubs and knives>fists), the other contender must roll to evade or block. If both contenders fit the same category, attacks are simultaneous and the highest succesful roll hits first.

When you're hit, you can roll to endure and thus stay on the fight. You can burn an armor point (AP) to succeed a failed endure roll.

Enemies have a name and a level (1 to 10) that covers whatever one expects from them, some AP and some weapon (goblin warrior, lvl 5, 1AP and a sword // dragon, lvl 10, 5AP, firebreath and claws). Whenever they must do it, they roll under that number.

Saturday, 25 June 2016

Course on Armor-breaking: an HP-less damage system for World of Dungeons.

Wow!!!!! It's been like a lot of time since I last posted here. I've been busy, I'm now working and living in Ireland; didn't had much time for rpgs or drawing; but currently I'm slowly going back to it. I'm currently searching for a group to play around on the city, so I can improve my english. 

I'm just leaving here some ideas for stripping HP from combat, again. I'm, as always, using World of Dungeons as a premise. Maybe I'll do something with this, maybe not; but it might inspire others; all feedback is appreciated!



There are three kinds of weapons:

Raw weapons (fists,whips,slings) do no real damage. You can stun, entangle or hurt someone with them, but to do real damage with them you need to get a good position narratively.
Serious weapons (swords, axes, bows,a tiger's fangs) deal 1 wound on a hit. Most enemies have a single hit. Bosses might have two. Big monsters have three or four.
Big weapons (two handed weapons mostly, or a troll punch) deal 2 wounds.

Roll 2d6 + str on melee, 2d6+dex on ranged attacks, +1 if you have weapon proficency with that weapon type.

On a 12+ you deal weapon damage + an extra wound or another advantage you choose
On a 10-11 you deal weapon damage
On a 7-9, you get a complication or cost; you are probably hit by your enemy
On a 6 or less, you suffer an attack.

The fun of all this is in the armor workings:
NPCS and PCs alike get armor dice based on their armor:
light: 1d6
heavy: 2d6
trollskin: 3d6
shield: +1d6
certain foes can have +1d6 representing a great battle prowess or resilience

When an NPC or PC is hit, they roll all their armor dice. For each dice that comes up a 4,5 or 6, they prevent a wound. For each dice that comes up a 6, that piece of armor is broken and you cannot re-roll it until you repair it somehow. This also fits with a campaign where constant struggle to find a town to get new equipment and characters with repairing skills are a thing (Two things that I love!)

When an NPC reaches it's wound limit, it's dead or out of action (If it makes sense the GM may rule that it's just defeated or something if that's the tone of the game)

PCs have a wound too by default. When they reach 0, they can roll+STR to stay on the fight. On a hit, they do despite all aesthetical wounds. On a 7-9, they suffer a debility (-1 to a stat)

With heavily armored opponents, is very hard to land a hit at first, but as all armor dice are always rolled together, the more armor an opponent has, the easiest they're gonna break. If a piece of armor breaks, the order is always, if applicable: shield, armor, then resilience


--------------------------------

Edit: actually writing an alternate "shot a blow" move:
On a 12+ you get three
On a 10+ choose two
On a 7-9 you get one
- you deal the weapon listed damage (raw weapons: stun, beat or entangle; warfare: 1 wound; heavy warfare: 2 wounds)
- your attack is armor piercing (enemy's armor dice are halved, round down) or you can claim other similar advantage
- there are no unexpected costs or dangers,








Thursday, 7 January 2016

"thieves can too, motherfucker"; by Johnstone Metzger

I'm posting this here to preservate this wonderful work, as the original link on the author's old web is broken; If you're mr. Metzger and you want your game out of my blog just ask!

THIEVES CAN TOO, MOTHERFUCKER! - GET IT HERE!

What is this about?

It's a -kind of unfinished- game where the players are all thieves on the city of thieves, and they go around stealing things and playing heists. I like everything about this one; from the concept, the approach, the mechanics (On a hurry: roll 2d6 and assign one to achieve your goal -on a 1,2 you miss, on a 3 o 4 you succeed partially, on a 5,6 you succeed- and other die to avoid danger -on a 4,5 or 6 you do it, else you fail. Some traits may grant you more dice to roll). There is also a totally different sub-system for magic, (because all thieves have a little magic). The whole thing reminds me a lot about Lupin the 3rd, and Daredevil and Elektra for some reason. I've never played it yet, but I hope to do it someday.
There is a line that I liked specially, that goes somehow like this "When the heist is over, each player can say one thing that has changed forever on the city of thieves".

It's author did a remake years after, which can be found on it's blog here:
https://redboxvancouver.files.wordpress.com/2014/05/den_of_thieves_20140505.pdf

It changes the whole concept of the game, to a strange mix of rpg and boardgame played only with a french deck. Though it's very interesting and finely built, I think it might be a little overcomplicated. Maybe I'll try it or do a mix of both.

Sunday, 3 January 2016

2d6 system reworked


Synthetyzing a bit more what I did on The Great Silence entry, with a more sword fantasy approach. I'm also hinting a treasure-based economy (you recover quantities of treasure, and must sell them to re-fill your bag once it's empty)



Roll 2d6 at the start: for each result, you get +1 on the corresponding stat (on a 5 or 6 you can choose a stat yourself). When you reach an even level (2,4,6,8 or 10) you get a +1 on a random stat.
Toughness (brawling, enduring physical harm, strenght feats)
Dexterity (shooting, reflexes, anything regarding precision)
Eerieness (force of will, raw charm, casting spells)
Wisdom (general knowledge, insight and intuition)

Then choose your starting class (warrior, wanderer or mystic) and roll on your table for your starting ability. You start at level 1. On every odd level (3,5,7 or 9) roll again for an extra ability of your class. If you get something that you already had, roll in any other class' table.

WARRIORS start with their favored weapon and one from the list below:
1. An ugly scar. +4 HP on every rest.
2. A battle creed. +2 damage with your favored weapon.
3. A seizing trance that grants you +2 armor when you fight, but you risk acting foolishly.
4. An oath that must be kept. +1 to all endurance rolls.
5. A missing eye. +2HP every rest, +1 damage with your favored weapon.
6. A sworn enemy. +2HP every rest, +1 damage with your favored weapon.

WANDERERS roll for their starting talent. It will let you attempt things that are restricted to other people, and you can treat any relevant missed roll like if it was a partial success.

1. Thievery and stealth. You get a ring of lockpicks or a vial of poison.
2. Survival in the wilderness. You get some medicinal herbs or a faithful pet (choose one)
3. Potion brewing and medicine. You get a mysterious potion and a medikit.
4. Awareness and Insight. You get a harp (cast spells at hearing range) or any ranged weapon
5. Acrobacy and stunts. You get a grappling hook or any melee weapon.
6. Tinker and artifactry. You get a bag with your job's tools and a chosen object you've got is customized (+1 damage, +1 armor or has an extra utility; but needs resources, daily manteinance or has a side effect)

WIZARDS roll for a mystic power. You start with a walking cane (d6 damage two handed, re-roll a spell roll once a day)

1. Scry. You can attempt to discern things through yout divination method (choose one: tarot cards, silent meditation, watching the wind carry a handful of dust, etc). On a hit, you can ask up to three questions to your GM (he will answer truthfully). You can later spend the unasked questions to give +1 to any further roll (describe how your insights helped you on the task)
2. Tame. When you create an intimacy channel with a target (by touching it, locking eyes, meditation or similar) you can attempt to implant a subtle suggestion, fascinate or learn a secret from it. This may work also on some objects like locks or candles, or in forces like fire or the sea.
3. Ward. You can attempt to lay a temporary protection over something or someone. It acts as a shield against a chosen danger (heat, unwanted attention, rain, mind control, intruders, etc) or gives +1 armor in combat. You must take time writing the symbols to achieve long-lasting effects.
4. Mend. When you touch a target and call upon its inner force, you can attempt to restore 1d6 HP, mitigate an ailment of body or spirit, or temporarily fix a broken thing.
5. Call. You know old rituals to summon supernatural and nature spirits. On a hit, you can ask them to fulfill a simple mission within their capabilities, do d6 damage, answer a question within their knowledge or bring you a small object from beyond. On a 7-9, spirits may ask you for favors themselves, claim a prize or escape from your control.
6. Bond. Your totem animal, element or force (describe it!) has granted you a gift. Choose one between: Shapeshifting into a related form at will (use eerie on all rolls when in that form); re-roll any failed combat roll once a day using + eerie (describe how your totem helped you) or the ability to summon it, with a +1 to it if you have the Call spell.

You start with a small bag of silver coins. It should cover cheap things like a beer, a night at the inn, some ammunition or a candle.
Whenever you buy a piece of gear (an axe, a bow...), roll 1d6. On a 6 you can buy it, but if you do, you're out of money and must sell a treasure to fill your bag again. When you buy expensive gear, you're out of money on a 5 or a 6. More expensive things may require you to pay one or more treasures.

WEAPONS AND ARMOR
fists: d6-2 damage.
daggers, slings: d6 damage, easy to conceal.
axe, bow: d6+1 damage.
longsword: d6+1 damage, expensive, you can use Toughness or Dexterity.
two handed sword, polearms, longbow: d6+2 damage.
shield: +1 armor.
leather: +1 armor.
chainmail: +2 armor, expensive.

RESOLUTION (is the common World of Dungeons/Pbta one, I just like it!)
Whenever you do anything risky, roll 2d6 and add the appropiate trait.
On a 12+ you succeed beyond expectation or gain an extra advantage. In combat, you can also deal double damage or choose a second target.
On a 10+ you succeed without much effort. In combat, deal damage. If your attack is specially suited to the situation, you do double damage.
On a 7-9, you also suffer a cost or complication.
On a 6 or less the threat comes true; GM will describe how. If you survive, you get 1 XP. Every 10 XP you get a new level.

Some examples of costs, complications and threats:
-suffer an adequate debility
-GM introduces a new danger
-expose yourself or others to danger
-face a difficult choice
-lose some equipment
-you suffer damage (1d6 for common hazards, 2d6 if the threat was overtly dangerous)
-a pending threat comes true

You start the game with 2d6 Hit Points.
Whenever you rest, you can re-roll your HP: roll 1d6 if you camp in harsh conditions or 2d6 if you find a confortable place, like an inn. If your result is lower than your current HP, discard it.
Should damage take your HP to 0 or below, you can still roll to endure

(When you must endure, roll the highest of Toughness and Eerieeness. On a 10+, you can ignore your wounds, at least for now. On a 7-9, you stand, but suffer a debility or other complication. On a miss, you're as fucked as the situation demands)



The fell types font is taken from http://www.iginomarini.com/