I am... particular about my gaming dice. I don't just buy or use any old dice. My main set is a collection of Chessex sparkled dice, themed after the elements (fire, earth, air, and water) and a set of Q-Workshop dwarven runed Fudge Dice, from their first production run. I don't like other people using my dice, and I keep them in a custom embroidered Crown Royal bag which says, "TIM'S DICE, HANDS OFF." I have a whole separate bag of dice that I use as loaners and to store the dice I've acquired which don't make it into my main dice bag.
I say "particular", others might say "insane". I'm OK with that.
I was first exposed to Easy Roller Dice through their frequent sponsorship of Happy Jacks RPG Podcast, on which I am a part-time host. Being something of a dice snob and perfectly happy with the amount and quality of dice I owned, I honestly didn't pay them too much attention. But then they started showing up at my gaming table as most of the people I game with are also Happy Jacks related, and I couldn't help but notice them. I decided that should the opportunity present itself, I would get myself some Easy Roller dice.
Well, the opportunity presented itself, and I am now the proud owner of a set of pristine black smoke Easy Roller dice and a matching dice bag. Yes, they're the ones shown in the picture up above.
First off, the bag. This is a nice little dice bag! It's made of a thick, faux velvet, lined on the inside with a red, satin-esque material. The drawstrings are thick, and there's an Easy Roller Dice Co tag sewn into the side. This dice bag is going to hold up for a long while.
Now on to the dice themselves. They're really nice. The numbers are thickly and uniformly inked, and the white coloring makes for a nice contrast against the black smoke. They feel solid, but not overly heavy. They roll well, and by that I don't mean they provide the results I'm looking for. I mean that when you roll them, they roll exactly as much as they should. They don't stop short after a heavy "thunk", nor do they skitter all the way across the table. Universally they seem to be just a hair smaller than my Chessex dice, but that's only noticeable under close scrutiny.
All in all, I really like these dice, and I'm looking forward to using them in a game. They're certainly going to become a part of my main set, but they've given me a conundrum: I don't want to just throw the dice in my Crown Royal bag, but I don't want to shove another bag into it. So now I have to figure a way to integrate my Easy Roller dice into my main set. Like I said, I'm particular about my dice, heh.
And hey! Easy Roller Dice is once again offering a discount for Happy Jacks listeners. Simply enter the promo code "HAPPY" (minus the quotation marks) during checkout and receive a 20% discount on your entire order. You can snag a single set of dice, a bag of 6 complete sets of dice (42 individual dice), or one of their brand new gaming mats. Check them out at: http://www.easyrollerdice.com.
Sunday, October 25, 2015
Saturday, October 3, 2015
Labyrinth Lord: A Petty God
In support of the upcoming release of Expanded Petty Gods, and my own exceedingly minor contribution therein, I'm going to pen a brand new Petty God...
...I should state that Labyrinth Lord is not my old-school game of choice, so apologies if some of the stats seem wonky. This should also work in B/X D&D.
The remainder of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.
When it is late at night and you find yourself still on the road, when the inn you had hoped to reach by sunset must be just over that next hill, when the waning moon's light is so weak as to render your map nigh unreadable, that is when the darkened traveler has you in his clutches.
The Darkened Traveler
Name: Cobryn (men), Nondil (elves), Hoibur (dwarves), Bidgish (orcs)
Symbol: a swath of black with a meandering brown path from side to side
Alignment: Chaotic
Move: 180' (60')
Armor Class: 0
Hit Points (Hit Dice): 72 HP (12 HD)
Attacks: Special
Damage: Special
Save: T12
Morale:10
Hoard Class: XII
XP:2400
Cobryn, the darkened traveler, is the petty god of those who have become lost while traversing a road, searching for an inn or way-station late at night. In his normal form, when he's actually seen in his normal form, he appears as a dark-skinned and dark-haired gnome frolicking amongst the trees and bushes along the road.
While in his domain, Cobryn is a master of mimicry and illusions. Should he encounter those who fall under his purview (and he always seems to be around when that happens) he will silently watch, unseen, to get a feel for the party. Should he react favorably towards them, he will mimic the sounds of a full tavern just up ahead and lead the party to their destination.
Should he react unfavorably towards them, Cobryn will summon into existence an illusory inn and lead the party into it. Only a saving throw vs. spells with a -10 penalty will reveal the inn's true nature. Once inside, the party will enjoy illusory drinks, eat illusory food, stay in illusory rooms, and wake up after a few hours sleep on the ground along the road, with 10% of their coinage gone.
Cobryn is not a combatant. Should one of the party make their saving throw, reveal Cobryn for what he is, and initiate combat, he will use illusions to make good his escape. However, with the party no longer under his purview, he can only use the Hallucinatory Terrain, Mirror Image, Phantasmal Force, Project Image, and Ventriloquism spells as written, each which he can use up to three times per day. Should Cobryn be bested in combat, he will not die (after all, he is a god) but he will yield and offer up his collected coinage in exchange for his release.
Cobryn is exceedingly fond of food and drink, especially ales, meats, and cheeses. Should an offering be made to him as soon as the party realizes their situation, anywhere from a +2 (for a basic spread) to a +4 (for a full selection of meats, breads, and cheeses with ale, mead, or wine) bonus can be applied to the reaction roll (which means you'd subtract it from the die roll, making the reaction more favorable).
Reaction Table (2d6)
...I should state that Labyrinth Lord is not my old-school game of choice, so apologies if some of the stats seem wonky. This should also work in B/X D&D.
The remainder of this post is designated Open Game Content as outlined in section 1(d) of the Open Game License.
When it is late at night and you find yourself still on the road, when the inn you had hoped to reach by sunset must be just over that next hill, when the waning moon's light is so weak as to render your map nigh unreadable, that is when the darkened traveler has you in his clutches.
The Darkened Traveler
Name: Cobryn (men), Nondil (elves), Hoibur (dwarves), Bidgish (orcs)
Symbol: a swath of black with a meandering brown path from side to side
Alignment: Chaotic
Move: 180' (60')
Armor Class: 0
Hit Points (Hit Dice): 72 HP (12 HD)
Attacks: Special
Damage: Special
Save: T12
Morale:10
Hoard Class: XII
XP:2400
Cobryn, the darkened traveler, is the petty god of those who have become lost while traversing a road, searching for an inn or way-station late at night. In his normal form, when he's actually seen in his normal form, he appears as a dark-skinned and dark-haired gnome frolicking amongst the trees and bushes along the road.
While in his domain, Cobryn is a master of mimicry and illusions. Should he encounter those who fall under his purview (and he always seems to be around when that happens) he will silently watch, unseen, to get a feel for the party. Should he react favorably towards them, he will mimic the sounds of a full tavern just up ahead and lead the party to their destination.
Should he react unfavorably towards them, Cobryn will summon into existence an illusory inn and lead the party into it. Only a saving throw vs. spells with a -10 penalty will reveal the inn's true nature. Once inside, the party will enjoy illusory drinks, eat illusory food, stay in illusory rooms, and wake up after a few hours sleep on the ground along the road, with 10% of their coinage gone.
Cobryn is not a combatant. Should one of the party make their saving throw, reveal Cobryn for what he is, and initiate combat, he will use illusions to make good his escape. However, with the party no longer under his purview, he can only use the Hallucinatory Terrain, Mirror Image, Phantasmal Force, Project Image, and Ventriloquism spells as written, each which he can use up to three times per day. Should Cobryn be bested in combat, he will not die (after all, he is a god) but he will yield and offer up his collected coinage in exchange for his release.
Cobryn is exceedingly fond of food and drink, especially ales, meats, and cheeses. Should an offering be made to him as soon as the party realizes their situation, anywhere from a +2 (for a basic spread) to a +4 (for a full selection of meats, breads, and cheeses with ale, mead, or wine) bonus can be applied to the reaction roll (which means you'd subtract it from the die roll, making the reaction more favorable).
Reaction Table (2d6)
| Roll | Reaction |
|---|---|
| 2 | Friendly: Cobryn uses mimicry to lead the party to the closest inn. |
| 3-5 | Indifferent: Cobryn uses mimicry to lead the party to the closest inn, but not directly. |
| 6-8 | Neutral: Cobryn watches the party but takes no action for or against them. |
| 9-11 | Unfriendly: Cobyrn "captures" the party in an illusory inn. |
| 12 | Hostile: Cobryn "captures" the party in an illusory inn and takes 20% of their coinage. |
Tuesday, September 22, 2015
Deluxe Tunnels & Trolls: Exploring, Part Two
Originally released in 1975, Tunnels & Trolls was the second fantasy role-playing game ever, having hit the market just one year after Dungeons & Dragons and three years before RuneQuest. This year, Flying Buffalo, Inc. released Deluxe Tunnels & Trolls (dT&T), stating that "it's back, and better than ever!"
In this series of articles, I'm going give dT&T a thorough work-through, starting with character creation. The article continues below.
In part one of this series, I began generating Penhaligon, the half-elf rogue. Welcome to part two, where we finish him off.
As a rogue, Penhaligon has some specific skills on which I'd like to touch, even if only momentarily. The first is "magical attunement"; Penhaligon has the capacity to learn magic, although he has no formal training. He will start the game with one spell for which he meets the IQ and DEX requirement. The second is that he is "talented"; he immediately gets one extra talent and upon achieving each even-numbered level he will get an additional "rogue-like" talent for free. The third is that when he reaches 7th level, he'll be able to become a full fledged warrior, a full fledged wizard, or keep going as a rogue. Both magic and talents will be discussed later.
But first... let's get Penhaligon some gear.
Much like other fantasy role-playing games, the economy of dT&T is based around the gold piece (GP), silver piece (SP), and copper piece (CP), with an exchange rate of 1GP = 10 SP = 100 CP. There are a number of ways in which the rule book advises equipping your character: everything from the basic "roll 3d6 x 10 for GP, spend as desired" to "lets just assume you have everything you need." For this exploration, I'm going to fall back on the tried-and-true 3d6 method.
Penhaligon has... 130 GP. Not bad.
For what it's worth, I am exceedingly impressed with the attention to detail given to weapons and armor in dT&T. In a game like dT&T - ostensibly a rules light old school game - one might expect a more old-school D&D approach to weapons and armor, what with just a short sword and long sword as the options. That is just not the case. There are fifteen different swords, each with different damages, STR requirements, DEX requirements, costs and weights. There are seven daggers, two of which are double daggers. There are hafted weapons, shafted weapons, unclassified weapons, polearms, projectile weapons, thrown weapons, gunnes, and the list goes on. The same is true of weapons and shields. And, on top of that, dT&T includes a fairly comprehensive system to modify the standard weapons and armor, changing their manufacture, materials, design, enhancements, and size. So while dT&T combat might be a study in abstraction, what your PC wears and uses going into combat is definitely not.
I think that Penhaligon is going to be a sabre guy. He's going to use a small sabre which costs 55 GP, has a requirement of STR and DEX equal to 8, and does 3d6 damage plus his adds. Due to money concerns, he's not going to modify his weapon at all. That leaves him with 75 GP. Not a whole lot left; he certainly can't afford a nice suit of armor, so let's set him up with quilted fabric "armor". It costs 50 GP, has a STR requirement of 6, and takes 4 hits (I'll get into that when I cover combat, later.) So now he has a whopping 25 GP left.
The rule book follows weapons and armor with a substantial dissertation on poisons, but I don't think Penhaligon is a poisoner.
The generic equipment lists in dT&T are nice. They're not as comprehensive as the weapon and armor tables, but pretty much everything you need as an adventurer is in there. Penhaligon needs a basic delver's package (which includes a backpack, a tuckerbag, a waterskin, some matches, some torches, some twine, and some chalk) and goes for 5 GP. He also needs a shirt (lightweight, 2 GP), trousers (lightweight, 4 GP), a belt (2 GP) and sandals (4 GP). He's now down to 8 GP and is carrying 248 "weight units", or about 25 pounds of stuff.
I was hoping to have gotten to talents and magic, but this is getting a bit long today. So! Here is Penhaligon as he sits now:
Name: Penhaligon
Type: Rogue
Level: 1
Gender: Male
Kindred: Half-Elf
Height: 6'2"
Weight: 175
Hair: brown
STR: 15
CON: 15
DEX: 13
SPD: 13
IQ: 9
WIZ: 10
LK: 11
CHR: 10
Adds: 5
WT Poss: 1500
WT Carried: 248
Gold: 8
Equipment
Weapons: short sabre (3d6+5 damage)
Armor: quilted fabric (4 hits)
Other Property: lightweight shirt, lightweight trousers, belt, sandals, basic delver's package
In this series of articles, I'm going give dT&T a thorough work-through, starting with character creation. The article continues below.
In part one of this series, I began generating Penhaligon, the half-elf rogue. Welcome to part two, where we finish him off.
As a rogue, Penhaligon has some specific skills on which I'd like to touch, even if only momentarily. The first is "magical attunement"; Penhaligon has the capacity to learn magic, although he has no formal training. He will start the game with one spell for which he meets the IQ and DEX requirement. The second is that he is "talented"; he immediately gets one extra talent and upon achieving each even-numbered level he will get an additional "rogue-like" talent for free. The third is that when he reaches 7th level, he'll be able to become a full fledged warrior, a full fledged wizard, or keep going as a rogue. Both magic and talents will be discussed later.
But first... let's get Penhaligon some gear.
Much like other fantasy role-playing games, the economy of dT&T is based around the gold piece (GP), silver piece (SP), and copper piece (CP), with an exchange rate of 1GP = 10 SP = 100 CP. There are a number of ways in which the rule book advises equipping your character: everything from the basic "roll 3d6 x 10 for GP, spend as desired" to "lets just assume you have everything you need." For this exploration, I'm going to fall back on the tried-and-true 3d6 method.
Penhaligon has... 130 GP. Not bad.
For what it's worth, I am exceedingly impressed with the attention to detail given to weapons and armor in dT&T. In a game like dT&T - ostensibly a rules light old school game - one might expect a more old-school D&D approach to weapons and armor, what with just a short sword and long sword as the options. That is just not the case. There are fifteen different swords, each with different damages, STR requirements, DEX requirements, costs and weights. There are seven daggers, two of which are double daggers. There are hafted weapons, shafted weapons, unclassified weapons, polearms, projectile weapons, thrown weapons, gunnes, and the list goes on. The same is true of weapons and shields. And, on top of that, dT&T includes a fairly comprehensive system to modify the standard weapons and armor, changing their manufacture, materials, design, enhancements, and size. So while dT&T combat might be a study in abstraction, what your PC wears and uses going into combat is definitely not.
I think that Penhaligon is going to be a sabre guy. He's going to use a small sabre which costs 55 GP, has a requirement of STR and DEX equal to 8, and does 3d6 damage plus his adds. Due to money concerns, he's not going to modify his weapon at all. That leaves him with 75 GP. Not a whole lot left; he certainly can't afford a nice suit of armor, so let's set him up with quilted fabric "armor". It costs 50 GP, has a STR requirement of 6, and takes 4 hits (I'll get into that when I cover combat, later.) So now he has a whopping 25 GP left.
The rule book follows weapons and armor with a substantial dissertation on poisons, but I don't think Penhaligon is a poisoner.
The generic equipment lists in dT&T are nice. They're not as comprehensive as the weapon and armor tables, but pretty much everything you need as an adventurer is in there. Penhaligon needs a basic delver's package (which includes a backpack, a tuckerbag, a waterskin, some matches, some torches, some twine, and some chalk) and goes for 5 GP. He also needs a shirt (lightweight, 2 GP), trousers (lightweight, 4 GP), a belt (2 GP) and sandals (4 GP). He's now down to 8 GP and is carrying 248 "weight units", or about 25 pounds of stuff.
I was hoping to have gotten to talents and magic, but this is getting a bit long today. So! Here is Penhaligon as he sits now:
Name: Penhaligon
Type: Rogue
Level: 1
Gender: Male
Kindred: Half-Elf
Height: 6'2"
Weight: 175
Hair: brown
STR: 15
CON: 15
DEX: 13
SPD: 13
IQ: 9
WIZ: 10
LK: 11
CHR: 10
Adds: 5
WT Poss: 1500
WT Carried: 248
Gold: 8
Equipment
Weapons: short sabre (3d6+5 damage)
Armor: quilted fabric (4 hits)
Other Property: lightweight shirt, lightweight trousers, belt, sandals, basic delver's package
Monday, September 21, 2015
Deluxe Tunnels & Trolls: Exploring, Part One-and-a-Half
Originally released in 1975, Tunnels & Trolls was the second fantasy role-playing game ever, having hit the market just one year after Dungeons & Dragons and three years before RuneQuest. This year, Flying Buffalo, Inc. released Deluxe Tunnels & Trolls (dT&T), stating that "it's back, and better than ever!"
In this series of articles, I'm going give dT&T a thorough work-through, starting with character creation. The article continues below.
In part one of this series, I mentioned the "specialist" character type, and promised I'd explain it later. This is that explanation.
I'll start by saying that the specialist is very rare. The only way a specialist character can be generated is if triples are rolled for one (or more) of the character's prime attributes. No triples rolled? No specialist. Point-buy prime attributes? No specialist.
Basically, a character who is a specialist is extraordinary in some way. A specialist will still choose to be a warrior, wizard, or rogue, but they'll be a much-stronger-than-others warrior, or a much-smarter-than-others wizard, or a way-luckier-than-others-rogue. So much so that it becomes a part of their identity and they are recognized for it.
It's very conceivable that a specialist character could start at 2nd level or beyond, given that with the TARO rule (Triples Add and Roll Over), the minimum score for one of a specialist's prime attributes will be 7 (1+1+1 plus 1+2+1 = 7) and could be much greater.
As far as basic character creation is concerned, that pretty much sums up a specialist character. The Elaborations section of the rule book contains many more options for specialists, but I'm not going to cover those until later.
In this series of articles, I'm going give dT&T a thorough work-through, starting with character creation. The article continues below.
In part one of this series, I mentioned the "specialist" character type, and promised I'd explain it later. This is that explanation.
I'll start by saying that the specialist is very rare. The only way a specialist character can be generated is if triples are rolled for one (or more) of the character's prime attributes. No triples rolled? No specialist. Point-buy prime attributes? No specialist.
Basically, a character who is a specialist is extraordinary in some way. A specialist will still choose to be a warrior, wizard, or rogue, but they'll be a much-stronger-than-others warrior, or a much-smarter-than-others wizard, or a way-luckier-than-others-rogue. So much so that it becomes a part of their identity and they are recognized for it.
It's very conceivable that a specialist character could start at 2nd level or beyond, given that with the TARO rule (Triples Add and Roll Over), the minimum score for one of a specialist's prime attributes will be 7 (1+1+1 plus 1+2+1 = 7) and could be much greater.
As far as basic character creation is concerned, that pretty much sums up a specialist character. The Elaborations section of the rule book contains many more options for specialists, but I'm not going to cover those until later.
Sunday, September 20, 2015
Deluxe Tunnels & Trolls: Exploring, Part One
Originally released in 1975, Tunnels & Trolls was the second fantasy role-playing game ever, having hit the market just one year after Dungeons & Dragons and three years before RuneQuest. This year, Flying Buffalo, Inc. released Deluxe Tunnels & Trolls (dT&T), stating that "it's back, and better than ever!"
In this series of articles, I'm going give dT&T a thorough work-through, starting with character creation. The article continues below.
At their core, dT&T characters are defined by 8 "prime attributes". They are: Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry, and Charisma. Prime attributes are initially rated from 3-18, but can go well beyond that based on character race ("kindred") and earned experience, and can be generated either by a 3d6 roll for each (rolled in order, or assign to taste), or distributing 84 points among them.
While point distribution can eliminate the randomness of rolling dice, the option of creating a "specialist" character is lost, which is an option when triples are rolled. "Specialist" characters will be addressed later, so at this point, I'm just going to note any attributes for which I roll triples. In addition, a point-buy would invalidate the TARO ("Triples Add and Roll Over") rule; if you get triples on any rolled attribute score, roll again and add that to the total. As long as you keep rolling triples, you add that value and roll again until you stop rolling triples. So if I were to roll 4, 4, 4, I would roll again; if I rolled 2, 2, 2, I would roll again; if I then rolled 1, 2, 3 I would stop rolling, and the total would be 24 (4+4+4+2+2+2+1+2+3).
I'm opting to roll 3d6 and assign to taste; my scores are: 14, 8, 10, 13, 13, 12, 10, and 12. I did not roll any triples, so I do not need to apply TARO or mark any of the scores as a triple. After generating prime attribute scores, the dT&T rulebook goes into determining personal adds, but I'm going to hold off on that. I'm also going to hold off on assigning my scores to the prime attributes, because I want to choose my character type first.
In dT&T, a character type is analogous to the character class of other fantasy RPGs, although they're not as tightly defined and are subject to player interpretation. In that respect, they're almost like powers in Savage Worlds, where a bolt is a bolt is a bolt until the player assigns trappings and you wind up with a gout of magical flame, demonic pac-men summoned through a small, magical gate, and energized bullets shot from a spiritual gun. Thus, a dT&T warrior type could represent someone like Conan the Barbarian, a knight like Sir Lancelot, or a martial artist like Bruce Lee. The available character types in dT&T are the warrior, the wizard, and the rogue.
While the dT&T warrior and wizard are fairly self-explanatory, the rogue bears a bit of explanation. While the standard fantasy trope of a rogue is the shadowy, sneaky thief type, in dT&T the rogue is a catch-all type for those characters who want to adventure but didn't get the training required to be a warrior or a wizard. As such, they get aspects of both types; they have some fighting ability and some ability to cast spells and later (at 7th level) have the option to focus all that potential and become either a full warrior or a full wizard.
I think that the character I'm creating is going to be a rogue, and so I'm going to assign my attribute scores as follows: Strength 12, Constitution 12, Dexterity 13, Speed 13, Luck 14, Intelligence 10, Wizardry 10, and Charisma 8. With an average of 10-11, my rogue is strong and healthy (STR & CON 12), agile and quick (DEX + SPD 13), very lucky (LK 14), of average smarts and ability to use magic (IQ & WIZ 10), but not very likable (CHA 8); he probably skated by relying on luck and inherent ability to get by in his pre-adventuring days instead of his ability to charm others.
Now, I could loop back and figure out his personal adds, but I've decided I don't want my rogue to be human; I want him to be half-elven. The way that dT&T handles different kindred is through an attribute multiplier. Basically, you multiply each attribute by the kindred's multiplier, rounding off fractions as follows: if the multiplier is > 1, round down; if the multiplier is < 1, round up. So, a human, for instance, has a multiplier of 1 for each attribute. Half-elves have the following multipliers: Strength x 1.25, Constitution x 1.25, Dexterity x 1, Luck x .75, Intelligence x .9, Wizardry x 1, and Charisma x 1.25, which was found in the Elaborations section, much later in the book.
I should add that I had to jump to the Elaborations section for the half-elf because it's not considered one of the "core" playable kindred in dT&T. They ("the Good Kindreds") are considered to be humans, dwarves, elves, hobbs (halflings), fairies, and leprechauns. Half-elves are considered part of "the Familiar Illkin", along with creatures like gnomes, goblines, kobolds, orcs, and so on. There are also "the Less Common Illkin" and "the Extraordinary Illkin", comprising more monstrous and odd choices for player characters, but they're all playable (given GM approval, of course.)
So now, my half-elven rogue has the following scores: Strength 15, Constitution 15, Dexterity 13, Speed 13, Luck 11, Intelligence 9, Wizardry 10, and Charisma 10. Turns out, he's much more strong and healthy, not quite as amazingly lucky, a little less smart, and much more likable than I had originally thought.
Now, with prime attributes, kindred choice, and character type established, I can total up his personal adds. Originally called combat adds in previous editions of T&T, personal adds are a combat modifier that a character receives based on the character's attribute scores. Basically, for each point over 12 in STR, LK, DEX, and SPD, the character gets one "add". So, looking back at my character's scores, he has 5 personal adds (3 for STR, 0 for LK, 1 for DEX, and 1 for SPD). As attributes go up due to earned experience ("Adventure Points"), his personal adds will go up as well.
I can also now determine his character level, which is the integer value of his highest attribute divided by 10; with 15 as his highest score, my half-elven rogue is level 1.
Height and weight for a dT&T character are generated usually by player fiat. However, there is a table for randomly generating HT and WT, and if your character is a non-human kindred, there are multipliers for the value generated on that table as well, just like with the prime attributes.
So! Here is my first dT&T character so far:
Name: Penhaligon
Type: Rogue
Level: 1
Gender: Male
Kindred: Half-Elf
Height: 6'2"
Weight: 175
Hair:
STR: 15
CON: 15
DEX: 13
SPD: 13
IQ: 9
WIZ: 10
LK: 11
CHR: 10
Adds: 5
That's all for now. Equipment, weight carried and magic will be covered in part two of this series.
In this series of articles, I'm going give dT&T a thorough work-through, starting with character creation. The article continues below.
At their core, dT&T characters are defined by 8 "prime attributes". They are: Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry, and Charisma. Prime attributes are initially rated from 3-18, but can go well beyond that based on character race ("kindred") and earned experience, and can be generated either by a 3d6 roll for each (rolled in order, or assign to taste), or distributing 84 points among them.
While point distribution can eliminate the randomness of rolling dice, the option of creating a "specialist" character is lost, which is an option when triples are rolled. "Specialist" characters will be addressed later, so at this point, I'm just going to note any attributes for which I roll triples. In addition, a point-buy would invalidate the TARO ("Triples Add and Roll Over") rule; if you get triples on any rolled attribute score, roll again and add that to the total. As long as you keep rolling triples, you add that value and roll again until you stop rolling triples. So if I were to roll 4, 4, 4, I would roll again; if I rolled 2, 2, 2, I would roll again; if I then rolled 1, 2, 3 I would stop rolling, and the total would be 24 (4+4+4+2+2+2+1+2+3).
I'm opting to roll 3d6 and assign to taste; my scores are: 14, 8, 10, 13, 13, 12, 10, and 12. I did not roll any triples, so I do not need to apply TARO or mark any of the scores as a triple. After generating prime attribute scores, the dT&T rulebook goes into determining personal adds, but I'm going to hold off on that. I'm also going to hold off on assigning my scores to the prime attributes, because I want to choose my character type first.
In dT&T, a character type is analogous to the character class of other fantasy RPGs, although they're not as tightly defined and are subject to player interpretation. In that respect, they're almost like powers in Savage Worlds, where a bolt is a bolt is a bolt until the player assigns trappings and you wind up with a gout of magical flame, demonic pac-men summoned through a small, magical gate, and energized bullets shot from a spiritual gun. Thus, a dT&T warrior type could represent someone like Conan the Barbarian, a knight like Sir Lancelot, or a martial artist like Bruce Lee. The available character types in dT&T are the warrior, the wizard, and the rogue.
While the dT&T warrior and wizard are fairly self-explanatory, the rogue bears a bit of explanation. While the standard fantasy trope of a rogue is the shadowy, sneaky thief type, in dT&T the rogue is a catch-all type for those characters who want to adventure but didn't get the training required to be a warrior or a wizard. As such, they get aspects of both types; they have some fighting ability and some ability to cast spells and later (at 7th level) have the option to focus all that potential and become either a full warrior or a full wizard.
I think that the character I'm creating is going to be a rogue, and so I'm going to assign my attribute scores as follows: Strength 12, Constitution 12, Dexterity 13, Speed 13, Luck 14, Intelligence 10, Wizardry 10, and Charisma 8. With an average of 10-11, my rogue is strong and healthy (STR & CON 12), agile and quick (DEX + SPD 13), very lucky (LK 14), of average smarts and ability to use magic (IQ & WIZ 10), but not very likable (CHA 8); he probably skated by relying on luck and inherent ability to get by in his pre-adventuring days instead of his ability to charm others.
Now, I could loop back and figure out his personal adds, but I've decided I don't want my rogue to be human; I want him to be half-elven. The way that dT&T handles different kindred is through an attribute multiplier. Basically, you multiply each attribute by the kindred's multiplier, rounding off fractions as follows: if the multiplier is > 1, round down; if the multiplier is < 1, round up. So, a human, for instance, has a multiplier of 1 for each attribute. Half-elves have the following multipliers: Strength x 1.25, Constitution x 1.25, Dexterity x 1, Luck x .75, Intelligence x .9, Wizardry x 1, and Charisma x 1.25, which was found in the Elaborations section, much later in the book.
I should add that I had to jump to the Elaborations section for the half-elf because it's not considered one of the "core" playable kindred in dT&T. They ("the Good Kindreds") are considered to be humans, dwarves, elves, hobbs (halflings), fairies, and leprechauns. Half-elves are considered part of "the Familiar Illkin", along with creatures like gnomes, goblines, kobolds, orcs, and so on. There are also "the Less Common Illkin" and "the Extraordinary Illkin", comprising more monstrous and odd choices for player characters, but they're all playable (given GM approval, of course.)
So now, my half-elven rogue has the following scores: Strength 15, Constitution 15, Dexterity 13, Speed 13, Luck 11, Intelligence 9, Wizardry 10, and Charisma 10. Turns out, he's much more strong and healthy, not quite as amazingly lucky, a little less smart, and much more likable than I had originally thought.
Now, with prime attributes, kindred choice, and character type established, I can total up his personal adds. Originally called combat adds in previous editions of T&T, personal adds are a combat modifier that a character receives based on the character's attribute scores. Basically, for each point over 12 in STR, LK, DEX, and SPD, the character gets one "add". So, looking back at my character's scores, he has 5 personal adds (3 for STR, 0 for LK, 1 for DEX, and 1 for SPD). As attributes go up due to earned experience ("Adventure Points"), his personal adds will go up as well.
I can also now determine his character level, which is the integer value of his highest attribute divided by 10; with 15 as his highest score, my half-elven rogue is level 1.
Height and weight for a dT&T character are generated usually by player fiat. However, there is a table for randomly generating HT and WT, and if your character is a non-human kindred, there are multipliers for the value generated on that table as well, just like with the prime attributes.
So! Here is my first dT&T character so far:
Name: Penhaligon
Type: Rogue
Level: 1
Gender: Male
Kindred: Half-Elf
Height: 6'2"
Weight: 175
Hair:
STR: 15
CON: 15
DEX: 13
SPD: 13
IQ: 9
WIZ: 10
LK: 11
CHR: 10
Adds: 5
That's all for now. Equipment, weight carried and magic will be covered in part two of this series.
Friday, June 5, 2015
GURPS: Fantasy II Review
One of, I think, the most maligned RPG books from a serious publisher, GURPS Fantasy II: Adventures in the Mad Lands stands as one of the few examples of what happens when you let game designers take lots of drugs while watching H.R. Pufnstuf having just read H.P. Lovecraft's take on Winnie the Poo.
(Note: I have no actual evidence of drug use on behalf of the designers. I just like to think they were trippin' balls when they wrote Fantasy II.)
Fantasy II centers around a primitive group of hunter/gatherer type people known as Madlanders, their homelands (oddly enough called the Mad Lands), and their surrounding neighbors (Savarginia, Togeth, and the Whiteness). The Madlander culture is very defined and it covers everything from daily life, theological and philosophical outlook, sports and recreation, folk tales and heroes, to how the typical Madlander deals with people from the other nations, magic, and the gods. It even has a complete lexicon for the Madlander language. It's... very detailed in that regard with almost Gloranthan levels of detail.
What keeps me coming back to Fantasy II, though, are the monsters and the gods. Well, actually, some of the monsters (just the really frightening ones), the concepts behind the gods (the actual Mad Lands gods are kinda silly, with most being just gigantic, divinely intelligent animals actually rumored to be based on Winnie the Pooh), and the relationships between monsters and gods. I'll explain:
In the Mad Lands, the gods are insane and chaotic. They're not gods that you worship, they're gods that you fear. From time to time the gods will physically show up in the Mad Lands; when that happens their very presence warps everything around them. Monsters in the Mad Lands were all once human and have become monstrous because of close proximity to a god; when that happens, the god unintentionally takes something away from you, leaving you in a monstrous state. The truly frightening thing about monsters in the Mad Lands is not how horrible or scary they are, it's that you could fairly easily become one. While one can petition the gods for magical powers (becoming a shaman), only the truly insane would do such a thing; there's just as much of a chance that you'll become some sort of monster as you would get the power you're seeking. It's all very Lovecraftian in certain ways, which is something I really dig.
So there's the Fleshless, for instance, a horrible once-human creature that lived on after having all of its skin and muscle removed. Basically ambulatory skeletons with organs hanging off their ribcage, pulpy nerves and veins dangling from their bones, eyes in their sockets and tongues in their mouths, the Fleshless wander around trying to convince Madlanders that they're not monsters and going into murderous rages when they sense they're loathed or feared. Or the Skinless, who have had their skin removed through divine contact, their exposed muscle tissue glistening red in the sun, their blood dripping out of open capillaries leaving a trail behind them as they walk. Still in need of shelter and food, the Skinless view Madlanders as competition for living space and resources and raid them regularly. Or the pathetic Faceless, whose faces have been burned off by the touch of a god; a layer of soft, puffy tissue is all one sees where ears, eyes, nose, and mouth should be. The Faceless wander the woods forlornly, with no need to eat or drink, only able to sadly whimper. The Faceless imprint themselves upon the Madlanders they encounter, wrapping its arms around the victim, whimpering and holding on for dear life as if it were pleading for the Madlander to help it. Unfortunately, the Faceless bring horrendous bad luck to those upon whom they imprint as if it were a disease; once you've encountered a Faceless, escaping it usually isn't the end of the horror it brings. And that's only three of them.
So while GURPS Fantasy II: Adventures in the Mad Lands is probably considered a failure by Steve Jackson Games, it contains within it a lot of cool stuff that can easily be imported into other games (I once ran a GURPS Russia/Fantasy/Fantasy II game where the characters started off in GURPS Russia, went through the Banestorm to GURPS Fantasy, where GURPS Fantasy II gods and monsters were terrorizing the Northern Territories). And I like that. It's one of the reasons it remains one of my favorite GURPS books.
(Note: I have no actual evidence of drug use on behalf of the designers. I just like to think they were trippin' balls when they wrote Fantasy II.)
Fantasy II centers around a primitive group of hunter/gatherer type people known as Madlanders, their homelands (oddly enough called the Mad Lands), and their surrounding neighbors (Savarginia, Togeth, and the Whiteness). The Madlander culture is very defined and it covers everything from daily life, theological and philosophical outlook, sports and recreation, folk tales and heroes, to how the typical Madlander deals with people from the other nations, magic, and the gods. It even has a complete lexicon for the Madlander language. It's... very detailed in that regard with almost Gloranthan levels of detail.
What keeps me coming back to Fantasy II, though, are the monsters and the gods. Well, actually, some of the monsters (just the really frightening ones), the concepts behind the gods (the actual Mad Lands gods are kinda silly, with most being just gigantic, divinely intelligent animals actually rumored to be based on Winnie the Pooh), and the relationships between monsters and gods. I'll explain:
In the Mad Lands, the gods are insane and chaotic. They're not gods that you worship, they're gods that you fear. From time to time the gods will physically show up in the Mad Lands; when that happens their very presence warps everything around them. Monsters in the Mad Lands were all once human and have become monstrous because of close proximity to a god; when that happens, the god unintentionally takes something away from you, leaving you in a monstrous state. The truly frightening thing about monsters in the Mad Lands is not how horrible or scary they are, it's that you could fairly easily become one. While one can petition the gods for magical powers (becoming a shaman), only the truly insane would do such a thing; there's just as much of a chance that you'll become some sort of monster as you would get the power you're seeking. It's all very Lovecraftian in certain ways, which is something I really dig.
So there's the Fleshless, for instance, a horrible once-human creature that lived on after having all of its skin and muscle removed. Basically ambulatory skeletons with organs hanging off their ribcage, pulpy nerves and veins dangling from their bones, eyes in their sockets and tongues in their mouths, the Fleshless wander around trying to convince Madlanders that they're not monsters and going into murderous rages when they sense they're loathed or feared. Or the Skinless, who have had their skin removed through divine contact, their exposed muscle tissue glistening red in the sun, their blood dripping out of open capillaries leaving a trail behind them as they walk. Still in need of shelter and food, the Skinless view Madlanders as competition for living space and resources and raid them regularly. Or the pathetic Faceless, whose faces have been burned off by the touch of a god; a layer of soft, puffy tissue is all one sees where ears, eyes, nose, and mouth should be. The Faceless wander the woods forlornly, with no need to eat or drink, only able to sadly whimper. The Faceless imprint themselves upon the Madlanders they encounter, wrapping its arms around the victim, whimpering and holding on for dear life as if it were pleading for the Madlander to help it. Unfortunately, the Faceless bring horrendous bad luck to those upon whom they imprint as if it were a disease; once you've encountered a Faceless, escaping it usually isn't the end of the horror it brings. And that's only three of them.
So while GURPS Fantasy II: Adventures in the Mad Lands is probably considered a failure by Steve Jackson Games, it contains within it a lot of cool stuff that can easily be imported into other games (I once ran a GURPS Russia/Fantasy/Fantasy II game where the characters started off in GURPS Russia, went through the Banestorm to GURPS Fantasy, where GURPS Fantasy II gods and monsters were terrorizing the Northern Territories). And I like that. It's one of the reasons it remains one of my favorite GURPS books.
Friday, May 22, 2015
Savage Worlds: Latent Talents
So I'm working on a new Savage Worlds game I'm going to run. The setting is post-apocalyptic Earth, but it has nothing to do with zombies or mutants or nuclear war. The characters are going to wake up in this post-apocalyptic world, having been in a coma since before the apocalypse; they'll have no idea why the world is suddenly so horribly effed up and it will all be discovered in character through the game.
As the characters explore their new world, they'll get the chance (if they so desire) to learn certain, well, supernatural powers. I wanted the players to set their characters up for doing so, if they so desired, without knowing the powers that will be available to them; given that powers in Savage Worlds start with an Edge, I created the following Edge which can be taken at time of character creation:
As the characters explore their new world, they'll get the chance (if they so desire) to learn certain, well, supernatural powers. I wanted the players to set their characters up for doing so, if they so desired, without knowing the powers that will be available to them; given that powers in Savage Worlds start with an Edge, I created the following Edge which can be taken at time of character creation:
Latent TalentBasically, the player can take Latent Talent at character creation, and when they come across some way of learning a power in-game, the Latent Talent Edge gets replaced with the proper Arcane Background Edge.
Requirements: Novice
This is a new Edge which represents an Arcane Background the character does not know he or she has. At some point during the game, due to either a unique situation or proper training, the talent will become manifest and this Edge will be replaced with the applicable Arcane Background.
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