Friday, August 11, 2017

OSR stuff

     Below you will find my rules-hacking for my homebrew world called Amnuel. It's set in a world that's similar to 13th century Europe, complete with it's own religious uprising, power struggles, and shit flowing through the larger cities streets. It's a fetid wasteland that has long since outlawed magic and recently began enslaving the Elven population. (cliche', I know, but I like that shit...). Dwarves are dirty drug smugglers that decided they'd take advantage of the humans lowly constitutions and peddle their opiate like mushroom drugs. These are typical of what type of dwarves you'll find on the surface. Rarely do they leave their subterranean wonderlands...

     Anyways, this is what I've been working on for some time. I've got a human Scout class and Witch Doctor class. The Witch Doctor is something I wanted to use in my game for a long time. I pulled some inspiration from here while creating it. This guys website has all kinds of disgustingly beautiful tables to parse over. I'd recommend any new or old GM/DM or whatever to go over there and read a little. It'll open up a new world to you.
   
     The scout is my answer to the lack of a human scout type class in this game. They're kinda in between a specialist and a fighter. Only gaining half of the hit bonus only using strung weapons, and increasing bushcraft and stealth as they level up, albeit slowly.

Disclaimer! These are works in progress. They're usable for what I need and they fit my worlds theme. If you don't like them, tell me why below and help me brain storm! If you do, also let me know. It's nice to hear from my fellow dungeoneers! Thanks!

     LotFP Hack for Amnuel


  Starting HP

Scout            4     

Witch Doctor  3
The Scout

    The wide open wilderness is home for the Scout. No other human has honed their skills as well as the Scout has for the untamed wilds. Scouts can be found leading a group of raiders to a forgotten tomb in search of treasure, or leading a search and rescue party through an unmapped portion of the landscape; Scouts are unmatched in the way of the traveler. The Scout is an expert navigator, huntsman, and trapper. They are invaluable when it comes to finding your way.

    The Scout begins play with a 2 in 6 chance in stealth and bushcraft in a wilderness environment, and an increase to their attack bonus using any strung weapons (short bow, long bow, crossbows etc..) by +1 every other level at a maximum of +5.

                                                                      Saving Throws                                                                            _
Level        Experience    HP    Paralyze     Poison      Breath    Device    Magic           Stealth & Bushcraft
0**                       -          1d6         16               17             15           18           19                            1 in 6         
1                           0         1d6         14               15             13           15           16                            2 in 6
2                    2,000       +1d6         14               15             13           15           16                            2 in 6
3                    4,000       +1d6         14               15             13           15           16                            2 in 6   
4                    5,500       +1d6         11               12             13           15           16                            2 in 6
5                  11,000       +1d6         11               12             10           13           14                            3 in 6
6                  22,000       +1d6         11               12             10           13           14                            3 in 6
7                  44,000       +1d6          9                10             10           13           14                            3 in 6
8                  90,000       +1d6          9                10             10           13           14                            3 in 6
9                190,000       +1d6          9                10               8           12           13                            4 in 6
10              280,000         +2*          6                  7               8           12           13                            4 in 6
11              382,000         +2*          6                  7               8           12           13                            4 in 6
12+    +140,000/lvl         +2*          4                  5               8           12           13                            4 in 6
*Constitution modifiers no longer apply
**NPC only, player characters start at level 1.






The Witch Doctor

    Healers of their people, the Witch Doctor hails from the borderlands, the savage frontier, or the bitter forests. These people are practitioners of dark arts. Their source of divine power reaches from the spirit world. Where that resides is entirely up to the player: the underworld, the veil, purgatory, etc… The Witch Doctor practices a dying art that is being snuffed out by the holy light of The Scarlet Order. The practice is illegal, and extremely dangerous.

    Chants are your cleric spells you can cast per day. You have the same spell progression as a cleric, and all cleric spells of your casting level are open to you. The Witch Doctor must drink the fresh blood of an animal it just sacrificed and then fall into a trance. Once in the trance, it is impossible to break from it. Unlike other spell casters, you can move while casting. Suffice it to say, you must always be carrying a small sacrifice with you.

    Miracle is your ability to confer with the spirit world to conjure the impossible. Miracles, depending on how great they are, require some sort of offering: a soul, property, coinage, etc… In game terms, you’re trying to increase your chances, not gain a bonus to roll. So, making offerings will ONLY increase your “x in 6” chances. Be creative with your offerings. Describe what sort of deity you follow so the referee can determine if the offering is suitable. Sometimes your deity will put you on some sort of esoteric journey, and sometimes an offering is as simple as slaying a goat in its name. The referee will be the final judge.
 
    Referee note: Using miracles shouldn’t be used willy-nilly, so if the Witch Doctor fails by 2 or more, then do a cast the bones roll, ignoring successes. If it says success, it just flat out fails. If it is 5 or more, automatically roll on the That Which Should Not Be table. Remember this rule of thumb: The greater the miracle, the greater the offering needs to be. The exchange must be even, if not somewhat lopsided against the character. He is asking for a favor, after all… also, resurrection is incredibly dangerous using the miracle. The chances can’t EVER go over 1 in 6, and on a failure, automatically roll on the That Which Should Not Be table.

Level        Experience    HP    Paralyze     Poison      Breath    Device    Magic      Chants           Miracle
1                           0         1d4         16               13             17           15           16              1          1/Week -3 in 6
2                    3,000       +1d4         16               13             17           15           16              1          1/Week -3 in 6
3                    6,000       +1d4         16               13             17           15           16              1          1/Week -3 in 6
4                  12,500       +1d4         16               13             17           15           16              1          1/Week -3 in 6
5                  24,000       +1d4         14               10             15           13           14              2          1/Week -2 in 6
6                  48,000       +1d4         14               10             15           13           14              2          1/Week -2 in 6
7                  98,000       +1d4         14               10             15           13           14              2          2/Week -2 in 6
8                150,000       +1d4         14               10             15           13           14              2          2/Week -2 in 6
9                300,000       +1d4         12                 8             13           12           13              3          2/Week -1 in 6
10              380,000         +1*         12                 8             13           12           13              3          2/Week -1 in 6
11              480,000         +1*         12                 8             13           12           13              3          2/Week -1 in 6
12      +140,000/lvl         +1*         12                 8             13           12           13              3          2/Week -1 in 6
13      +140,000/lvl         +1*           9                 4             11             9           10              4          3/Week  0 in 6
14      +140,000/lvl         +1*           9                 4             11             9           10              4          3/Week  0 in 6
15      +140,000/lvl         +1*           9                 4             11             9           10              4          3/Week  0 in 6
16      +140,000/lvl         +1*           9                 4             11             9           10              4          3/Week  0 in 6
17+    +140,000/lvl         +1*           6                 2              9              7            8               5          3/Week  1 in 6
*Constitution modifiers no longer apply

No comments:

Post a Comment