Tuesday, 29 April 2014

Druid Class



Druid for LotFP or what I am using for my home game.

One of my players asked to be a druid in my home game and while this doesn’t bother me, it sucks a little at the same time as I have to create a way for it to work (outside of a “earth cleric”) so what I have done is a slight re-skinning of the cleric and added in a few tweaks that I feel make a druid a druid. I have a many random thing included in my house rules for different classes (like cleave for a fighter), so the abilities that the druid gains both won’t (hopefully) break the game or change the rules too much.

Anyway here it is.

DRUID
Refer to the CLERIC class for everything unless noted below.

Gain the use of the AD&D spell list for DRUIDS
Can’t use any undead related spell
Change protection from evil to protection from animals (this is inclusive for all levels)
Can’t use any metal items (apart from one single knife), but can still carry and use metal in spells and rituals. If any damage or protection can be caused or afforded through creative use of this metal reduce it by half.

Level 1:  Gain an animal companion.
This is a spell like ability that is granted to 1st level druids and works similar to the “summon familiar” spell from AD&D, with the following changes:
The random dice roll for the familiar is still in place, but change it to an animal table appropriate to the area.
Must make a handle animal roll after it arrives (bushcraft), if this roll is failed the animal attacks, the roll can be attempted again but at -1 to the skill (lowest it can go is 1), if failed the second the time animal attacks again and then leaves the area.
If the attempt is unsuccessful the druid must wait 1 week (in game) before attempting to cast again.

Animal companion abilities:
The animal companion starts with its base HD at 2, and gains an extra HD (now 1D8, unless greater) every 2 levels the druid gains.
The animal companion can understand all languages that its master speaks.
The animal companion can communicate to its master through a telepathic like link.
The animal companion is completely loyal to its master, and will follow any command given to it, unless it would be killed in the process.
An animal companion can have some barding or something similar made for it

Death of an animal companion:
If an animal companion is killed the druid must make a Save VS Magic, passing this save means that you can’t cast any spell for the next 1D6 days, failing this save means that you can’t cast spells for the next 1D6+level days and you take HD D6 damage (HD is equal to the number of hit dice the animal companion before it was killed). If the animal companion is revived from the dead the link restores automatically and any new animal companion turns on its master and attack immediately, but the animal companion is no longer “whole” and begins to show weird traits (roll on a mutation table) and begins to act weirdly towards the druid and the party.

Death of a master:
If an animal companions master dies, the masters spell casting ability transfers into the animal companion, this lasts for the druids level in days or until the next full moon. This new power that the animal companion gains from this corrupts it (roll on the mutation table) and has weird side effects (roll on wild magic table for every spell). The spells for the animal companion are determined randomly by rolling upon the known spells as though they were a table.

Level 3: shape change
Choose a small-medium animal that you have seen and transform into it. This works like the polymorph spell but with the following changes:
Make a Save VS Magic, if failed take 1D6 per size class (1 for small, 2 for medium, 3 for large, 4 for huge) + level damage. The spell still works as normal.
This ability can be used equal to half level (rounding up) times per day.
Level 7: can now also shape change into a large animal.
Level 12: can now also shape change into a huge animal.

…………………………………………………………………………..


So anyway, that’s about it. If you have any thoughts upon this let me know.

Wednesday, 9 April 2014

Currying favour with your gods, it's not just for clerics.



one of the lads from my home game asked what would happen if he tried to curry favour with his god/gods, i said that i would think about it and than came to the conclussion that if anyone could help me it was G+, so now this happened.

The awesome people of G+ helped me with this table you can check them out over here at their blogs


What does your "sacrifice" merit you? Roll 1D30 on the following table

1 nothing, sucks to be you.
2 you gain a reroll that you can use once during the rest of the game.
3 +1 to all saves made "today" 
4 roll on the deity disapproval table from DCC and reroll on this table
5 Roll to disbelieve your deity.
6 Gain ability to turn undead and other creatures opposed to your god for 1d4 days. Clerics get +1 to their turn ability instead.
7 Gain ability to heal yourself. Works like Lay on Hands and can be used 2d4 times. Clerics get +2 to any healing abilities they use on themselves.
8 You are blessed with assuming your deity's likeness for 1d6 days. This is usually terrifying to behold, and gives you a turn like ability against all enemies of your faith (triggers automatically), as well as a whopping +6 bonus to reaction rolls from friends of the faith. Not acting in your deities' dearest interests will get you smote or worse though.
9 gain a illusion cleric follower for 1D6 days, it has 1D3 uses of following spells:
Turn undead
Cure light wounds
Sanctuary.
They are cast at a level equaling the illusions remaining days.
When the illusion is hit and delt more then it's remaining days in damage it disappears never to return. Until then it is treated as a normal follower/hireling that doesn't cost any money
10 you go into a berzerker like rage the first time you kill someone after you gain this ability.
Add +2 to your strength and +2 to your to hit and damage rolls.
Make a save vs magical device once you have finished the combat, if failed attack the person nearest to you. You can make another save after you make each attack roll
11 Hand of God, duration 1 day. Your bare fists do 1d10 damage, all unarmed attacks are +1. The damage is holy and can harm creatures unaffected by normal damage. When attacking undead or creatures opposed to your god, attack and damage are +2. Your hands radiate a glow appropriate to your god.
12 You are taken to the hallowed halls of your deity upon death. No resurrection possible but your soul is safe. People may take a quest to find your deity's plane of existence to visit you and maybe get you to return to your prime material existence.
13 Gossiper of the Gods. Celestials and Godlings of all kinds run into you, find you oddly trusting, and share unshareable secrets with you. Talking about those will get you on trouble quick but there must be some reason you got this blessing, no?
You get no special powers to deal with the consequences of this, so be careful around godlings of madness and chaos.
14 you gain the ability to cast turn evil for a day. Works like turn undead, but on all evil creatures
15 you gain the ability to cast turn good for a day. Works like turn undead, but on all good creatures
16 you gain the ability to attract evil for a day. Works like turn undead, but you attract all evil creatures in you level times by 10 miles
17 you gain the ability to call for help. This works like the summon spell in lotfp, but with the following restrictions.
The maximum HD is your level
You automatically pass the control roll
18 Save as cleric of your level for a day, where clerics saves are better than yours. If a cleric, save as if 4 levels higher (the gods favor their own).
19 Speaking in tongues. Like the Speak Languages spell, but your head is crowned by a cold flame. Lasts until next sundawn. Nature deities may convey this in the form of Speak with Animals.
20 some sort of "almost bad/good luck" begins to follow you around. As you walk down alleyways you are narrowly missed by people emptying their pivvys or falling pot plants, bird poo lands next to you not on you. These types of things last for 1D6 + level hours
21 the next fumble an enemy makes against you will have maximum negative effect for them
22 gain the use of Bless, you have this until you use it
23 By luck and the Gods' will, that thing you forgot to buy or bring from home? You remembered.
24 A bank error in your favor that will not be tracked down for some weeks
25 The thing you fucked up last session was all a big misunderstanding.
26 roll on the minor corruption table from DCC
27 roll on the major corruption table from DCC then reroll twice on this table
28 invisible to all “good” aligned people for the rest of the day
29 invisible to all “evil” aligned people for the rest of the day
30 reroll twice on this table, reroll this result if you roll it again

Wednesday, 2 April 2014

FATE style racing game.





High aspect is the type of car that you have, (fast, tough, a bit of both, whatever)

Ten points worth of skills (works just like the ladder), can go up to minus 3 points worth of stuff also (any negative points taken don’t count toward the initial ten points)

Skills:
Driving – used to do basic things with your car, like turning corners or using the accelerator
Defensive driving – used to dodge incoming projectiles and other things
Armour – used to find out how well armoured your car is (also anything above 2 points adds an extra minor complication)
Speed – used to find out the base speed of your car and initiative
Ranged attack – used when using basic ranged weapons
Special attack – used when using special weapons (including homing projectiles or drop attacks)
Turbo – used to find out how good your turbo booster is, or if you even have one
Jury rig (or repair) – used to fix the car while still driving
Drifting – used to take corners without losing speed or track position
Notice – used to find out if you see various obstacles or short cuts
Offensive driving – used when using your car to hurt other cars (like ramming them)
Off road driving – used for when not on the beaten track (anything that isn’t a road)

Sort out what the track is going to be like and if it has any sort of special things occurring upon it, like extremely tight corners or short cuts or jumps.

Figure out where you want weapons, special weapons, and armour to be located upon the track.

Initiative works like this, highest speed rating to lowest speed rating for movement, then lowest speed rating to highest speed rating for attacking <might swap this, so slower cars move first and fast cars attack first, but as it’s a race I might leave it as it>

First to cross the finish line is the winner

Create two Stunts for your car  

3 FATE/plot points per car

this is just a bit of an unformed idea at the moment, but when i get more of it going i will post it up.
 i am thinking of doing this probably like a board game with tiles that represent the track (dont know if i will set it up before hand or if it can just sort of happen as the cars go around it)