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martedì 27 agosto 2024

Ducks an OSR racial class and advanced race

Castles & Chimeras will take a look at Dungeons & Ducks the first feathered rpg (that had a lot of international translations, in Italy it had a rough history changing his name a lot of times  from the first translation "Antri ed Anatre", the second one "Pertugi e Paperi" up to the final one "Pericoli e Paperi".

Ducks are a small humanoid race that migrate between prime materials plane, they usually stay in one plane for thousand of years and then most of them go to find new lands. Ducks are very versatile and they adapt and prosper in many worlds.

Ducks are a very brave race, are very good at getting along with other races and they are able to live well in almost any place.


Ducks as a playable race are found in many games, they are very famous in Glorantha (also known as Durulz) and in the swedish Drakar och Demoner  which has been translated to english as Dragonbane.

Here we present an OSR racial class for most of the OSR games (Labyrinth Lord, Basic Fantasy RPG, and so on).

DUCK
Prerequisite: DEX 9
Primary: COS
Hit Dice: 1d4
Max Level: 13th
Armors: any (but must be adapted to the small size), any shield
Weapons: any (for their small size)
Languages: Alignament, Ducktongue, Common, Draconic, Halfling*, Gnomic*

*ducks seem to have a knack for learning other small race languages 

Ducks are anthropomorphic beings covered in feathers with beaks, arms and hands and webbed feet, between 90 and 112 cm tall (88 + 2d12) but are very light for their height (30-40 kg). The plumage can have many colors but is often white or black. Ducks have four-color vision so apparently similar ducks have subtle differences in the color of their feathers that make them immediately different in the eyes of other ducks.

Combat
Ducks can use all armor and all weapons as long as they are suitable for their small size.

Hiding
Ducks are very skilled at hiding. This skill starts at 5 out of 12 at first level and improves by 1 every 3 levels (up to 9 out of 12 at 13th level)

Moving Silently (Stealth)
Ducks are very skilled at moving silently (also thanks to their feathers). This ability starts at 5 out of 12 at first level and increases by 1 every 2 levels up to a maximum of 11 out of 12 at 13th level)

Feather Fall
Ducks are very light, if not encumbered their falls are reduced by 30' and they receive half the damage for the rest of the fall. If the damage taken is greater than the remaining hp the ducks can make a saving throw vs. death if they pass it they remain with only 1 hp but unconscious for 1d6 turns.

Reading languages
Ducks in their migrations have known multiple writings. At first level they have a 7 out of 12 chance of understanding any non-magical text, this probability increases by 1 every 4 levels up to a maximum of 10 out of 12 at 13th level

Flock
If at least three ducks work together in combat they receive an offensive bonus of +2 to attack rolls and a defensive bonus of -2 to opponents' attacks, they can also decide who in the flock receives the damage (they cannot divide the damage at will but decide who in the flock will take the hit), they can do this only 2 times during a single combat, 3 times if there is at least a 7th level duck and 4 times if there is at least a 13th level duck.

Use of scrolls and magical items (use magic)
Ducks can try to use any scroll and magical items restricted to other classes, the operation is not without risks especially at the first levels. Use without problems starts from a probability of 3 out of 12 at first level and increases by 1 every 2 levels up to a maximum of 9 out of 12 at 13th level. A result of 12 means that the item or scroll does not function as it should and has dire (and often hilarious) consequences for the duck.

Duck Curiosity (Knowledge)
Ducks are very curious and gather knowledge and curiosities, they have a small chance of having some information about places, stories, magical items and monsters they encounter. This chance is equal to 1 in 12 at first level and increases by 1 every 4 levels up to a maximum of 4 in 12 at 13th level.





Advanced Options

In the advanced rules, Ducks are a race with the following characteristics

Duck
Prerequisites: minimum DEX 9
Ability Modifiers: +1 DEX, +1 CON
Languages: Alignment, Ducky, Common, Draconic, Halfling*, Gnomish*

Description and Powers: as above

Maximum Level per Class
Rogue: 13th
Fighter: 10th
Mage: 9th
Illusionist: 11th


































[CC BY-SA 4.0] [2024] [Fabio Milito Pagliara]




domenica 24 novembre 2019

Specialization spell for before 1st era games

Art by Luigi Castellani from the "Spears of  the Dawn" free art pack
The rule in brief: with this rule every spell-caster can specialize in a particular type of magic, when they specialize they will learn a "specialization" spell for each spell level they can use, such a spell when cast will let the caster choose a specific effect between a short list of spells (5 for each level usually) at the moment of casting.

This article is a modification of the Instant Spell Recall a spontaneous magic option for Vancian OSR systems rules. By changing a few assumption it catch 2 birds with one stone. In fact it represent specialization and it gives mage spontaneous magic in the framework of Vancian magic (cast and forget). Furthermore such a specialization can be also be seen as pact magic, as the spell can be easily represented as a special kind of magic that can be learned only if the spell-caster makes a pact with supernatural entity (gods, daeva, demons, faeries, dragon, immortal, aliens or whoever is able to give spell knowledge).

The spell for each level are are very similar to the ones presented in the previous article with the presence of a 1st level spell that let the spell-caster chose between 5 cantrips/orison (0th level spells)

Specialist Spontaneous Spell 0 - cantrip (1st level spell) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components
Description: When the spell-caster cast this spell she is able to cast a single spell from a list of 5 (five) 0th level spells, the list is defined by the mage specialization.

Specialist Spontaneous Spell I - 1st level (2nd level spell) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components

When the spell-caster cast this spell she is able to cast a single spell from a list of 5 (five) 1st level spells, the list is defined by the mage specialization.

...

Specialist Spontaneous Spell VIII - 8th level (9th level spell) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components

Description: When the spell-caster cast this spell she is able to cast a single spell from a list of 5 (five) 8th level spells, the list is defined by the mage specialization.

Once a specialization is chosen it's the same for each spell level (the Game Master can opt for multiple specialization but this should be unusual and with some restriction). Furthermore the GM can decide that such a specialization is at the cost of prohibited spells/schools or (for pact magic) at the cost of specific geas/quest.

let's see how two list of common specialization spells would look.


Spell 
Level
Black Mage
White Mage
1'
2'
3'
4'
5'
6'
  • Atonement F X: Removes burden of misdeeds from subject.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Hallow M: Designates location as holy.
  • Raise Dead M: Restores life to subject who died as long as one day/level ago.
  • True Seeing M: Lets you see all things as they really are.
7'
8'
9th
  • Antimagic Field: Negates magic within 10 ft.
  • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
  • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
  • Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
  • Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.


domenica 21 aprile 2019

Instant Spell Recall a spontaneous magic option for Vancian OSR systems

Art by Joyce Maureira from Scarlet Heroes free Art Pack
Instant Spell Recall I-VIII is a group of spell that let the spell-user to use an higher level spell to have the possibility to chose which spell to memorize between a small group of lesser level spell.

Instant Spell Recall I (2nd level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components
Description: When the spell-caster cast this spell she is able to cast a single spell from a list of 5 1st level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall. 

Instant Spell Recall II (3rd level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S + spell components
Description: When the spell-caster cast this spell he is able to cast a spell from a list of 5 2nd level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall III (4th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 3rd level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall IV (5th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 4th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall V (6th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell  she is able to cast  a spell from a list of 5 5th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall VI (7th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 6th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall VII (8th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 7th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

Instant Spell Recall VIII (9th level) Conjuration/Summoning
Duration: IstantaneousCasting Time: 1+spell casting time
Saving Throw: noneArea of Effect: self
Range: selfComponents: V, S+ spell components
Description: When the spell-caster cast this spell she is able to cast a spell from a list of 5 8th level known spells (known spells are spells that were understood and wrote on the spell-user spell book), the spell-user will decide these 5 spells when he memorizes Instant Spell Recall.

This article present a simplified version of the Polyspell this option don't need a repertorie.

sabato 2 marzo 2019

Health Dice a different use of Hit Dice for OSR and 5th edition

Art by Luigi Castellani
from the Spears of the Dawn free art pack
Health Dice
The basic idea behind this article is that Health Dice (HD) are fixed (10+Constitution bonus) and the type of die (d4, d6, d8) is determined by the character class.

Hit Points (HP) are, as before, just based on class and level.


In this system HP will better represent the ability to avoid fatal damage, while HD will represent the capacity of the character to recover HP.

Furthermore HD are recovered slowly and so they will represent the overall status of Health and Stamina of the character.

Number and type of Health Die (HD)
Each character will have HD equal to 10+Constitution bonus (-3 to +3) and the type of dice will be based on their class (in an OSR game we will have: Magic-Users d4, Hybrids d6, Warriors d8).
So a Fighter (d8 HD) with Constitution 13 will have 11d10 HD, a Mage (d4 HD) with Constitution 7 will have 9d4 HD.

HP recovery
As for 5th edition rules you can recover one or more (HD+Con bonus) during a "short rest" (anything from 10 minutes to one hour of rest).

HD recovery
As in 5th edition you will recover half maximum HD for each "long rest" (a full night of sleep) .

Cure Wounds
Cure spells (and  cure spell from wands, scroll and the like, potions and elixirs could make exception) should work in a slightly different manner (specially when this rules are used with the Recharging Spells rules).

Each Cure spell when used on a character will work by instantly giving the effects of a powered up "short rest", a cure spell will consume 1 HD from the receiving character that will recover (1+level of the cure spell)*(HD).

EG: a character with d8 HD will recover 2d8 from a 1st level Cure light Wounds and 5d8 from a 4th level Cure Critical Wounds, while a character with d4 HD will recover 2d4 from a 1st level spell and 5d4 from a 4th level spell.

Wounds, Fatigue, disease and other ailments
Optionally such rules can add a simple way of tracking various long term ailments of the character.

The recovery of some or all the HD can be blocked by specific conditions that can be removed by specific remedies.


Wounds
Wounds are long term damage that the character will get when he goes to 0 HP, at 0 HP a character is Knocked Out and is wounded or dead.

The severity of wounds can be rolled with various systems. The use of a Death and Dismemberment table is a good option (here an example and some link to other tables: Morte e Mutilazione).

Another very quick system could be this one: calculate the number of hp beyond zero and roll as many HD as needed to match that numbers of points, the number of needed HD represent the severity of the wound. To get back the ability to recover that HP you must first fully heal that wounds. 1HD need 1 day, 2 HD 1 week, 3 HD 1 month, 4 HD 1 season, 5 HD 1 year (heal), 6 HD permanent (regeneration), 7+ HD death.

Diseases and Poisons
A disease will block the recovery of 1 or more HD, each disease will have it's special effects.

E.G.: The red death: who gets this disease will have to do one saving vs death (or a Constitution save) each day for 15 days in a row, for each failed save he will lose one HD (zero HD means death). If the character don't die after 15 days he will recover one HD each day of full rest.

Energy Drain
Energy Drain will take away HDs (instead of levels) at 0 HD the character will die and possibly come back as an undead, such HD will be recovered only by the use of "restoration" or "wish" spells.



Designer's Notes
The idea of this rule come from the necessity to synchronize the rules for magic (presentend in the article Recharging Spells a Vancian optional system for AD&D and OSR)  with the rules for HP.

The overall guiding idea is to change the economy of innate character resources by giving more resources to low level characters and lesser resources to high level character and at the same time without changing the economy of the resources that the characters can use in a single encounter.

The net effect hoped for is to have a more homogeneous feel when playing low level characters (1-6) and high level characters (14+).


Enjoy!

martedì 27 marzo 2018

Recharging Spells a Vancian optional system for AD&D and OSR

Art by Luigi Castellani from the "Spears of  the Dawn" free art pack
This article presents a variant magic system for Old School systems that use fire and forget (or vancian) magic. 

It is a streamlined version of the italian article "Memorizzare, Caricare e Lanciare incantesimi" (which is full of options built on this same rule).

In this system the mage don't lose memory of the spell when cast but only lose the magic energy charged in the spell, memorization works as usual (15'xlevel of spell to be memorized after a night sleep) but we will call it spell locking, casting spells works as usual, the big difference is in charging spells (spell caster have 30 points/day that can be used to charge spells), charging take about 1'xlevel of spell and can be done after a turn or more is gone without spell casting.

The system in a nutshell

1) Spell Locking

2) Spell Charging
3) Spell Casting


1) Spell Locking

In this system memorization is permanent (spell locking) until the spells memorized are changed with a new memorization. Spell locking follows the usual rules for memorization: the mage must be rested, needs his books, needs about 15'xlevel of spell to lock a single spell. 
Optionally it could be wise to enforce the rule of bulky and expensive books, so that the mage has to get back at his tower/library to change spells.
Notice that a spell must be "locked" multiple times to allow multiple casting during a single battle.



2) Spell Charging

After spells have been locked in the spell-caster mind they must be charged. 
Spell casters have 30 "Charge Points" each day (they regain them after a full night of sleep).
To charge a spell the magic user need to concentrate for 1 minute per spell level (so if you want to charge 3 first level spells you need 3 minutes, 3 3rd level spells you need 9 minutes, 2 1st and 2 2nd need 6 minutes). Spell charging can happen only after 1 turn has elapsed from the last spell casting (Optionally the lag can be upped to 1 turn per level of the highest spell used).



3) Spell Casting

Charged spell can be cast as for normal rules (the only difference is that only the charge will be lost, the locked spell will remain ready to be charged again).





Designer Notes

This system introduce a big change in the economy of spells while keeping the system almost identical during combat.
The idea is also to give a little more power to low level spell caster (since they will be able to use more spells during the day), while keeping high level spell caster in check but more "adventurous".

Notice that if a spell caster want to be able to cast 2 times the same spell in the same battle he have to "lock" it 2 times, just as before when a magic user that wanted to be able to cast 2 lightning bolt needed to memorize it 2 times.


I chose 30 "charge points" considering that in 1st edition a magic user could memorize up to 8-12 hours (32-48 spell levels), from this I considered a number that was level independent.


Obviously you can change this number to better suit your campaign and fine tune the level of magic.