Monday, March 25, 2013

Rules Update

I wanted to post the updated rules for the game I'm running on Tuesday. So far they're fairly light. One thing I did was try to make the class abilities thematic to how I wanted the players to act. This may or may not work out as I expected. However, the idea is that:

Alchemists are tempted by the things from beyond.
Knaves end up in trouble.
Knights sacrifice to protect people.
Vicars compete with the things from beyond over control of people's souls.
Explorers spread the knowledge of beyond.
Medics discover the taint of things from beyond in others.
Scholars are the heralds of the things from beyond.
Snipers illustrate what the things from beyond are capable.

So here's what we have so far:

Attributes

Roll 6d6. Assign each attribute 1 die result.

Medieval
· Strength – Damage Bonus. Offsets AC penalty from Armor
· Dexterity – AC Bonus (10+AC Bonus = AC)
· Constitution – Determines HP
· Intelligence – Determines number of discretionary skills as well as bonus
· Perception – Initiative Bonus
· Willpower – Determines Resolve
Modern
· Muscle – Brawling Damage Bonus.
· Agility – AC Bonus (10+AC Bonus = AC)
· Health – Determines HP
· Education – Determines number of discretionary skills as well as bonus
· Senses – Initiative Bonus
· Steel – Determines Resolve
Hit Points/Resolve
· +1 = 1d6+1
· +2 = 1d8+2
· +3 = 1d10+3
· +4 = 1d12+4
· +5 = 2d8+5
· +6 = 2d10+6

Roll the dice listed for each level (i.e. if you have +3 constitution and you’re third level, you roll 3d10 +9 for your hit points).

Hit points track physical damage. At half your total hit points, you are bloodied and suffer -1 to all actions. When your hit points fall to 0, you die.

Resolve tracks emotional stress, from horror, gore, and lack of sleep. When you have less than 5 Resolve, you must make a Willpower check when faced with stress or run away for 1d20 minutes. When your resolve falls to 0, you faint for 1d6 hours.
Attribute Checks

When you make an attribute check, roll 1d20 + Attribute + ½ Level.

Classes

Medieval Classes
Alchemist
Level 1
· Damage = 1d4 + Damage Bonus
· May gain some special, occult knowledge about the unnatural with a Perception check. This will often expose you to more resolve damage.
· Starts with a weapon of your choice (usually a knife)

Level 2
· Takes 1 less Resolve damage when faced with stress or the unknown
Level 3
· Damage = 2d4 + Damage Bonus
· If you see a rite of the unknown performed, you may, with a successful Willpower check, perform the rite yourself. Resolve loss for doing so is usually 2d6.

Level 4
· Takes 2 less Resolve damage when faced with stress or the unknown
Knave
Level 1
· Damage = 1d6 + Damage Bonus
· +3 to Stealth (you may select Stealth as a skill normally, and this bonus is cumulative)
· Starts with Brigantine or lighter armor
· Starts with a weapon of your choice

Level 2
· When an attack against you misses, you may make an immediate action as long as that action ends up placing you in a more dangerous position. You may do this once per round.

Level 3
· Damage = 2d6 + Damage Bonus
· When you successfully hit a creature tainted by the unknown, you may press your luck and deal double damage. If you do so, the creature may make a free attack against one of your allies (an NPC or PC of your choice.)

Level 4
· When struck by a creature tainted by the unknown, you may choose to instead take 1d6 damage to HP and resolve. If you do, everyone who sees the attack takes 1d4 resolve.
Knight
Level 1
· Damage = 1d8 + Damage Bonus
· Starts with Chainmail or lighter armor
· Starts with a weapon of your choice

Level 2
· May interrupt an attack against an ally and take the blow yourself with a Constitution check. You may do this once per round.

Level 3
· Damage = 2d8 + Damage Bonus
· If you win initiative against an adversary, you may choose to inflict double damage against them in exchange for letting them hit you (they don't need an attack roll, you do. This counts as both your and their action.)

Level 4
· When struck by a creature tainted by the unknown, you may choose to take the damage to resolve instead of HP.
Vicar
Level 1
· Damage = 1d4 + Damage Bonus
· Faith = Roll Resolve dice based on your Willpower. You may restore this many points of resolve. To affect multiple allies, divide the points evenly. You may do this once.
· Starts with a weapon of your choice (usually a knife)

Level 2
· May provoke the unnatural or unholy to attack you, rather than your allies with a Willpower check.

Level 3
· Damage = 2d4 + Damage Bonus
· Faith = Roll 2x Resolve dice based on your Willpower. You may restore this many points of resolve. To affect multiple allies, divide the points evenly. You may do this once.

Level 4
· A vicar may bolster the morale of those they command. PCs and NPCs do not flee when reduced to 5 fewer Resolve. However, if forced to remain, they may go mad.
Modern Classes

Explorer
Level 1
· Brawling Damage = 1d6+Damage Bonus
· Gun Damage = 2d6
· +1 to all untrained skill checks
· Starts with a gun (pistol or rifle)

Level 2
· When presented with a chance to get physically closer to a creature tainted by the unknown, if you take it you may learn something significant about its actions or motivations.

Level 3
· Brawling Damage = 2d6+Damage Bonus
· Gun Damage = 3d6
· During combat with the unknown, you may choose an ally to become tainted by the unknown. If you do, you gain an immediate additional action. Allies include both PCs and NPCs.

Level 4
· When you help a creature tainted by the unknown escape destruction, you may immediately recover 3d6 HP.
Medic
Level 1
· Brawling Damage = 1d4+Damage Bonus
· Gun Damage = 2d4
· Bind Wounds = Once per day per person, the medic can restore 1d4 hit points.
· Starts with a gun (usually a pistol)

Level 2
· By examining a creature tainted by the unknown and making an Education check, you may discover facts about its abilities and origins. This often results in Resolve loss.

Level 3
· Brawling Damage = 2d4+Damage Bonus
· Gun Damage = 3d4
· Bind Wounds = Once per day per person, the medic can restore 2d4 hit points.

Level 4
· If an ally is in danger, you may choose to safely extract that ally from danger by putting yourself in that danger instead. Allies include both PCs and NPCs.
Scholar
Level 1
· Brawling Damage = 1d4+Damage Bonus
· Gun Damage = 2d4
· Gadget = Once per point of Intelligence you may have a single piece of equipment that you need. It doesn’t have to be in your inventory.
· Starts with a gun (usually a pistol)

Level 2
· By examining an item tainted by the unknown and making an Education check, you may discover facts about its uses and origin. This often results in Resolve loss.
Level 3
· Brawling Damage = 2d4+Damage Bonus
· Gun Damage = 3d4
· +1 Skill. Also, all skills get +1

Level 4
· When you encounter a creature or item tainted by the unknown, you may voice a terrible prediction about the unknown. If you do, that prediction eventually comes true and you gain +2 to all checks for the rest of the session. This can only be done once per session.
Sniper
Level 1
· Brawling Damage = 1d6+Damage Bonus
· Gun Damage = 2d8
· Starts with a gun (usually a rifle)

Level 2
· When you are attacked by the unknown, you may choose one of your allies in range to instead suffer the attack. Allies include NPCs and PCs working with you.

Level 3
· Brawling Damage = 2d6+Damage Bonus
· Gun Damage = 3d8
· With a successful Agility check, you may immediately reduce a creature tainted by the unknown to 0 HP. However, doing so brings a more dangerous threat from the unknown into play.

Level 4
· When you make a successful attack against a creature tainted by the unknown, you may choose to deal no damage to it. If you do, you learn if the creature has any special vulnerabilities.

Skills


You have a number of skills equal to your Intelligence and the skill bonus is equal to your Intelligence. These skills may be selected before play or during play. If selected during play, briefly describe where you learned the skill. You may select a skill after you roll a skill check, but before the results are revealed.

When you make a skill check, roll 1d20 + Skill Bonus + ½ Level.

Skill check difficulties are:

· Standard = 10
· Difficult = 15
· Very Difficult = 20
· Impossible = 25
Medieval Skills
· Aide
· Archery
· Athletics
· Language (Choose one)
· Lie
· Heraldry
· Melee
· Read
· Religion
· Riding
· Stealth
· Survival
· Thievery
Modern Skills
· Athletics
· Brawling
· Engineering
· Guns
· History
· Language (Choose one)
· Lie
· Medicine
· Occult
· Pilot
· Stealth
· Survival
· Thievery

Medicine restores 1 hit point on a successful difficult check or 2 hit points on a very difficult check. This can be attempted once per day per person.

Equipment

Medieval Equipment

Armor reduces damage by a flat amount, based on the armor type. The heavier and more protective the armor, the harder it is to move. Hence, the damage reduction also serves as a penalty to armor class. This penalty is offset by your Strength. For example, if you have +2 Strength and wear Chainmail (-3 damage reduction), your AC suffers a -1 penalty.

· Damage Reduction -0 = No Armor
· Damage Reduction -1 = Leather Armor
· Damage Reduction -2 = Brigantine Armor
· Damage Reduction -3 = Chainmail Armor
· Damage Reduction -4 = Scalemail Armor
· Damage Reduction -5 = Platemail Armor
· Damage Reduction -6 = Full Plate Armor

Weapons don’t define your damage, your class and Strength do. It doesn’t matter if you wield a knife or a long sword, use your class damage die.
Modern Equipment

Melee weapons don’t define your damage, your class and Strength do. It doesn’t matter if you wield a knife or a long sword, use your class damage die.

Guns deal 2 damage dice, based on your class, but don’t get a damage bonus.

Wednesday, March 20, 2013

Session Report #7

 The PCs were Russian military in WWII, sent to help liberate a Polish town from Nazi occupation. They’d encountered substantial resistance and seen far more Nazi forces than they expected to encounter in such a small town. They were sent in for reconnaissance to determine why the Nazis were protecting the town and how to get rid of them.

The PCs, along with 7 other soldiers, snuck into town under cover of night and surveyed the area. They found trucks heading into the mountain pass every hour or so, with another truck returning half an hour later. 

Keeping to the hillsides, out of view of the road, they came to an intersection. Taking the right path, they found a mine entrance with people loading trucks with sacks. The scholar snuck down to investigate the sacks and discovered they were full of bloodless, dismembered bodies. 

Why were they transporting dismembered bodies? What were the bodies doing in the mine? Why were there so many of them? Where was all the blood? These answers were left unanswered as we stopped for the night.
 

The PCs were 3rd level this time. I also expanded the class abilities, plotting out the benefits up to level 4. I also merged the medieval and modern rules into a single document for them and gave abbreviated character sheets to track their former characters. I’ll post the combined rules tomorrow.

Session Report #6


How did I miss an update?

The PCs continued in Languedoc. After failing to expel the devil from the old woman during an exorcism, the PCs dispatched her, burnt her body, and burnt her house to cleanse the evil from the area.

When they went to check on the old man, who was also in league with the devil (or Lord Rocard) they found he has escaped. They decided to set out in the morning to get help from the church in the town a week out. 

That night, they heard the strange, out-of-tune organ and sensed that it was drawing nearer. Initially barricading themselves in their meager cottage as the sounds entered the village, the knave and knight changed their minds and ventured out into the darkness to face whatever they may find. 

The knight encountered it first, a dark form of shifting eyes and mouths that piped tunelessly (resolve damage occurred). He engaged it and found it was more than a match for him. The knave assisted, only to see the knight’s head bitten off by the horrible creature. Though he fought bravely, the knave was swallowed whole by the creature. One of the alchemists stayed behind to give the other alchemist time to escape, and he, too, met an untimely end. 

The PCs woke in a strange, white room without windows or source of light. A strange man dressed in green was speaking English, which 2 PCs had picked up in their travels. He asked them their names, and seemed disappointed by their answers. He asked them to count to 10, and when they did in French, he asked them to do it again in English. 

A woman in blue came into the room and asked for an update. She seemed hard and irate. She only got more irate when she was told the PCs needed time to recover. Time was a luxury they didn’t have, she told him. If they didn’t have anything to report, he was to send them back. 

This didn’t sit well with the PCs, who became much more willing to answer questions. 


We stopped there.