Showing posts with label weapon. Show all posts
Showing posts with label weapon. Show all posts

Sunday, October 31, 2021

Auto Generator repository

Character generator, using races and classes based on Tajira, my homebrew setting. If you want to change those details though, it should be perfectly usable for just about any setting, from epic to historical fantasy. Also, it generates a fully original name each time, so feel free to just roll up names! (This is probably my best work here, and also the most liable to change.) 

(The character generator has been removed until I have a better sense of the world and some more well established content.)
Name generator:

 

Weapon generator:

Specific sword generator, because swords are surprisingly unusual in a lot of weirdly specific ways:

Shield generator:

Nightmares:

Elementals:

Undead:


Crystals! After following a lot of mineral and crystal accounts on social media I feel like a major element fantasy crystals tend to miss out on is the sense of contrast that's almost inherent to any crystal. So I tried to capture that, as well as the incredible, beautiful variety of crystals.




Notes: this page is where I'll be keeping all my auto-generator buttons. They're fun to make, but I don't want to fill my blog with endless posts of just one or two generators. Instead, I'm going to make this post, pin it somewhere prominent, and just add generators to it whenever I make them! I won't be deleting my old generator posts, but I'll probably be redoing as many of them as I feel are worth preserving and posting it all here. The generators in the current sidebar will likely be replaced with a link to this post.

As always, all of these are thanks to Spwack on Slight Adjustments for creating an incredible tool that lets you, yes you! turn your lists of words into auto generator buttons. I've failed to learn programming around half a dozen times so if I can use the tool to make these, truly anyone can.

Saturday, August 29, 2020

Fantasy Chainsaws

 Bit of a weird project, but if you ever want to include some form of chainsaw in your fantasy games, at least one of these should fit the tone. Maybe that's just me! If you're doing full gonzo, go ahead and roll that wonderful d20.

1. Lotus Petal Saw

Softly shining, pink petals spin along an ornamented bar, conjured by a Blades of the Endless Wheel mantra.

https://pbs.twimg.com/media/EfAiFXWXgAE_ENW?format=jpg&name=large
Exactly this, by me


2. Thornwheel Blade

A great enchanted rose bush, grown by fairies to have a rotary thorned stem.

3. Jaguar Claw Macuahuitl

Empowered by a jaguar spirit, its many obsidian blades command incredible cutting power even when swung like a normal sword.

4. Necrospinner

A spinning weapon of animated bone, using fangs and teeth along the whirling edge.

5. Meatcutter

So named for cutting meat as well as itself being meat. The blade is comprised of sharp, hardened claws, and it spews its own blood when spinning.

6. Crystal Prismus

Enchanted weapon of polished stone and gems. Each tooth is a different kind of gem, and they can create a glinting rainbow of slicing power.

7. Brimstone Spinblade

Spewing hellfire when it spins, the heat of its flames can burn through steel as well as any warhammer punches through.

8. Starlight Spinner

An elven weapon of silver, hammered as fine as eggshells, with a radiant blade that captures the light of the stars.

9. Slimesaw

Somehow when spinning, the goopy edge of this blade cuts much faster than the slime can normally corrode.

10. Classical Sparksaw

Ancient spinning blade crafted of olive wood and bronze, spits blue sparks as it spins. Made by a brilliant inventor centuries ago.

Image
Ancient Bladesaw, from Zelda

 

11. Trimerian Sawbeetle

The curious horns of this giant beetle can spin to cut through wood or, presumably other Trimerian creatures. They are carefully bound to be used as tools.

12. Winding Sharp-Frost

 Unnaturally hardened frost, spinning and cutting with a fractal edge.

13. Whipsaw

A bladed whip that can be activated to coil in an elongated shape, spinning to cut more effectively, in exchange for shorter reach.

14. Terracotta Blade

A living clay weapon that spins with razor sharp clay shards along a lengthened edge.

15. Runic Stormblade

Constructed of tin and pewter, by wizards. The runes etched into its surface conjure the vortex of a storm into its crackling, whirling edge of deep indigo lightning.

16. Gilded Relic Blade

Built of marble set with gold and finely cut gems, this spinning blade contains a warrior-saint's fighting hand bones, and radiates with divine cutting light.

17. Trimerian Wasps

Angry insects that have been specially bred and trained to fly in a long, rounded formation and devour anything they touch. This was the only formation in which they wouldn't turn back and attack whoever holds their hive.

Lasersaw, by Andrea Sibilla


18. Jade Dragon's Fang

Gifted by a divine being from an unearthly realm, it is surprisingly easy to carry.

19. Spectre's Wrath

 As ghostly mist whirls and spins, the hatred of the dead calls out in a hollow wail.

20. Splitting Organistrum

The powerful tune of this slow instrument projects a small aura of cutting sound near its neck when played properly.


Many of these were inspired with help from Gal Paladin on Discord!

Thursday, April 23, 2020

New generators

https://cdn.discordapp.com/attachments/499141846425927693/703353842460524703/IMG_20200424_1716223332.jpg
I drew these, as some possible results on the sword generator


I've updated and fleshed out my weapon auto-generator button, turning it into two. First, one that is more sword-focused:


And a more general one: 


Half-swording a sword and a half by Antoine Piers

Additionally, here is a small undead generator:



Short post this time, but hopefully soon enough I'll be back with magic factions, cultures in my setting, or perhaps even a rule PDF for my GLOG hack! All credit goes to Spwack of Meandering Banter for creating a terrific set of tools for building these auto-generators.

Saturday, February 8, 2020

Killers, competitors, and pursuers

Hunters of Blades

The greatest of warriors can only live in a river of blood. They must cut their way through any who would stand in their path, and must cut away all who approach in challenge. So it is for they who hold the Final Knife, a powerful dagger which can pierce any target, feed on blood, and sustain its bearer. To a Hunter of Blades, this bearer is known as the Quarry, the mightiest among them and also the target of their order. They seek to slay the Quarry and take their weapon, by any means possible. There are many hunters, and only one Final Knife, though within the order are a number of artifacts in their own right, each possessing that same preternatural ability to sever. Any who pursue Shekull, the current Quarry, may call themselves a Hunter of Blades, but only those who have killed and claimed one of these artifacts is a true contender.

Blood Armor by Alexander J

Honor Bearers

The stronger a foe you face, and the greater of their strengths you strike against, the more honorable your contest. Long ago, the Mail of Honor was rent, each ring of the invincible chainmail separated and scattered far across the realm by means unknown and unimaginable. Each of those rings holds a tiny fraction of the mail's incredible power, but those who have gathered them cannot wear it until the day they unite them all. There is only one way to do this, they have found; through fair duels. The Honor Bearers have long known not to kill their fellows, as the links they hold will only flee and become lost once more. When two knights challenge each other however, they find themselves encircled in golden flames, and wielding similar weapons. The flames serve to bar escape or interlopers into the fight, and the weapons do no harm save for taking a link from whoever's flesh they first strike, and granting it to the victor. One can enter into this order by either finding a Link of Honor in the wilderness, or by convincing a knight to duel them despite yet bearing no links. It is said that whoever finally wears the Mail of Honor will become truly invincible and unstoppable, but they have contested for decades and none are closer to success than years more of victory.

Duel of the Fates by Zezhou Chen

Pursuants

Speak no oath unless it may be the last thing you say. There is power to be had if one seeks an old Appellant and slays them, power to be drunk from their clay skulls and eventually bled back into the Hungering Well when the slayer becomes and Appellant themselves. The well's Pursuants each have taken up a cause, and proven themselves worthy of its gift by defeating one of those half-living hosts, the remains of another who has fulfilled their own final duty to themselves, in doing so giving up that self to the means of another. The worth of those who aspire to quest must be challenged, for the failures leave the well's power to trickle out unattended, into the world beyond it. Perhaps once the well itself was some god, spirit, or knight, driven by its own willful purpose, driven eventually to seek power and become an eternal cycle of purpose, power, and exploitation. Now there is no means by which it can be gleaned whether this was ever true, or even if it still is seeking out some hidden goal.

Noble Lord by Dominik Mayer

Friday, November 29, 2019

Blog update

Mostly I just want to draw your attention to the new buttons on the sidebar, just under that 'about me' section! I'll also add them to this post, for mobile users. Also added a tag list, links to my favorite blogs and Patreon, a search bar, and a few other things. Thanks for your time!

Generates a new character with appearance, personality, and backstory. Doesn't add stats, so you should be able to use them for any game in a medieval fantasy setting with a good amount of flexibility:


Nonmagical but unique weapon. They should be fairly plausible and usually practical, but may end up pretty out there:


Potion generator, mostly for the GM but hopefully it'll be fun for players too. These potions are temporary buff types, maybe I'll add permanent ones and downsides later on:


These buttons were made using a tool built by Spwack at Meandering Banter. Check it out here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

Wednesday, November 13, 2019

Combat, weapons, and health in Skies Below

To those just joining, Skies Below is the working title for my personal RPG project. Combat isn't the central focus or quite as emphasized as it tends to be in some of the more popular RPGs, but it is still pretty important in a medieval setting and I like to have a good tactical fight every now and then.

Battle by Faraz Shanyar

Vigor is the measure of a character's ability to keep on fighting, generally avoid major injury be it due to physical stamina, morale, or even luck. When damage has reduced a character's vigor to zero, that character is worn out, and the next damage they take will cause a Wound. When characters rest for an hour long meal break and eat at least one ration, their vigor is restored to full. Likewise when they sleep for eight hours, and they can drink alcohol to restore 1d6 vigor in a round.

A wounded character cannot regain vigor until they've healed, which takes one week per wound. If a wounded character takes damage, they must roll 1d6. If the result is higher than their number of wounds, they survive and take a wound. If the result is equal to or lower than their number of wounds, they become fatally wounded. A fatally wounded character can die right away, or within the week if the player wishes, but the character won't be able to continue adventuring consistently while dying.

Carrying the Wounded by Dominik Mayer

Each round of combat takes ten seconds, and melee combatants have three stances to choose from; fast, parry, and feint. Much like rock paper scissors, fast stance is beaten by parry stance, parry is beaten by feint, and feint stance is beaten by fast stance. If your stance is beaten by your opponent's, you take full damage. If your stance matches your opponent's, each take 1 damage plus attack bonuses. A character can only use feint stance with a weapon they are proficient with, and can use parry stance with any weapon.

Animals or creatures of similar mental capacity can either pounce or dig in, which are analogous to a fast stance or parry stance respectively. An animal trained specifically in combat can feint, as can creatures with human-level intelligence.

There are four categories of melee weapons: light weapons, mass weapons, balanced weapons, and reach weapons. Light weapons are generally small, one-handed ones like daggers, knuckles, or a small cudgel. A mass weapon could be a mace, hammer, or axe which can be wielded in one hand. Balanced weapons include swords, spears, and other weapons that are generally longer but can be used either one handed or two handed, and have a more even balance along their length. Reach weapons include greatswords, poleaxes, and most other polearms, and can only be used with both hands.

                               | attack | defense | armor piercing |
Light weapon:         |    +1   |     +1     |           +1          |
Mass weapon:        |    +1   |     +1     |           +2          |
Balanced weapon:  |   +2    |    +2      |          +1           |
Reach weapon:      |   +2    |    +2      |          +2           |

Viking Axe by Adam Dudley

Light weapon damage uses the lower result of 2d6, one handed mass or balanced weapons deal 1d6, and two handed weapons deal the higher result of 2d6. While wielding a mass or balanced weapon, a light weapon in the offhand grants +1 attack and armor piercing. With a shield, the character can choose to block instead of attacking, increasing their defense by the lower result of 2d6 with a small shield, or 1d6 with a large shield.

Ranged attacks use the a skill check each round. For thrown weapons such as knives, darts, or a sling, the launcher skill is rolled. For bows, the archer skill is used, and for crossbows or firearms the shooter skill. For a particularly difficult shot, such as trying to hit someone hiding in underbrush or out of range, the skill check is twice as hard.

A successful unarmed attack deals one damage plus attack bonus. With special unarmed training, an unarmed character can enter parry stance against unarmed enemies. With unarmed mastery, an unarmed character can enter parry stance against armed opponents.

Xiu Yin Chen by Mario Wibisono

Armor increases defense, +1 for gambeson or other light armor, +2 for chain or other medium armor, and +3 for plate or other heavy armor. If the character wears heavy armor all day, they become strained, and heavy armor takes one minute to put on with help.

Varangian by Sergei Gereev

There are five movement choices in a round. Closing distance, creating distance, maintaining distance, racing to a target, and holding ground. When making one of these actions against a foe, such as racing against someone, maintaining distance against a fleeing opponent, or holding ground against someone trying to get past your character, each roll 1d20 and add their speed bonuses, whoever rolls higher wins.

These rules may seem a bit unfocused, but in general it's designed to focus on melee combat and create a reasonably realistic, tactical, and streamlined experience. Lots of this was inspired by https://spellsandsteel.blogspot.com/ so check out that blog if you want some really interesting real-world data related to weapons, travel, equipment, and other information relevant to a medieval fantasy type game. Sorry I missed a post, for those that noticed.

Tuesday, October 8, 2019

Revised starting classes

These classes are available from the start, and players can unlock others by performing certain feats and quests in the campaign.

Warriors and Mages of Nathune - Concept by Narthyxa

INFANTRY
Fight well on a team, acting easily as leader or support. Combat trained.

  • Stat bonus: +1 blocking defense every level
  • Starting items: chainmail, large shield, spear, lucky charm
  • Skill: archer, surgeon, or tactician
Level 1: phalanx, siege diet
Level 2: squad support
Level 3: mentor, heroic sacrifice
Level 4: team attack, rally
  • Phalanx: when you block along with allies in the same melee, gain +1 defense for each, or +2 for each who is also infantry.
  • Siege diet: split your meals with close companions (other player characters) to each get by on one ration per day.
  • Squad support: if an ally within reach would take damage from a ranged attack, you may take the hit in their place.
  • Mentor: if you have fought alongside an ally through at least one level up, when you see them perform a non-magical technique you can declare that you will practice it, and can use that technique once in a later encounter. This also works for skill stars if you have the same skill, but you can only be practicing one ability at a time.
  • Heroic sacrifice: whenever an ally in the same melee would take a wound, you can choose to take the damage in their place.
  • Team attack: +1 damage for each ally attacking the same target in the same round.
  • Rally: once per day, call out encouragement to your allies and restore vigor of all who can see and hear you by 1d6.

BERSERKER
Enter a powerful rage to become strong and reckless. Combat trained.
  • Stat bonus: +1 maximum vigor every level
  • Starting items: fur cloak, hand axe (2), human skull
  • Skill: survivalist, thug, or apothecary
Level 1: rage
Level 2: brutality, adrenaline
Level 3: fury
Level 4: unbreakable, wrath
  • Rage: once per day, go berserk to become nearly invincible and unstoppable for three rounds. This grants +1 attack and defense, as well as ignoring wounds and postponing death rolls until rage ends. Attack choices are circumvented by your aggression, cause you to take and deal full damage, mitigated only by defense. If you rage while wearing armor, subtract its defense from 6, and roll 1d6 under the result or become strained. If you spend a round in a rage without attacking something, make a will save or eat your weapon.
  • Brutality: become more powerful without a shield, increasing the attack bonus from dual wielding to +2, or granting a +1 attack bonus when wielding a weapon two-handed.
  • Adrenaline: for one round per day (or a 10 second span), treat your strength as 20. Can be used in or out of combat.
  • Fury: enter a rage up to three times per day, and each time you wound a foe while raging you may choose to extend the duration by one round.
  • Unbreakable: gain a natural defense bonus of +1 at all times.
  • Wrath: your rage now grants +2 attack and defense, as well as immunity to pain or fear based effects.

THIEF
Use stealth, skill, and luck to steal and accrue valuables. Partially trained.
  • Stat bonus: +1 stealth every level
  • Starting items: blackjack, dark cloak, lock & key
  • Skill: cook, jeweler, or panhandler
Level 1: thievery, counterfeit
Level 2: lucky, perfect crime
Level 3: slippery, change hands
Level 4: very lucky
  • Thievery: gain the locksmith and pickpocket skills with one star each.
  • Counterfeit: forge a false copy of any item you stole, which will pass for the real thing under immediate scrutiny, but may be caught out later.
  • Lucky: once per day, reroll any d6 roll you made, including damage rolls, skill checks, and others.
  • Perfect crime: whenever you steal something that is being actively guarded, if nobody spots you or notices your passing then you will immediately gain bonus exp equal to half of the spending value of what you stole.
  • Slippery: get a +3 speed bonus when retreating out of melee.
  • Change hands: retroactively declare that you swapped one or more items with another character, no matter how far separated you currently are.
  • Very lucky: reroll up to three separate d6 rolls per day.

DRUID
Grow useful plants when you need, using natural magic. Magic user.
  • Stat bonus: +1 ration per inventory slot every level
  • Starting items: cudgel, pouch of common seeds from your homeland, druidic passphrase
  • Skills: thug, survivalist, or cook
Level 1: bramble, naturalist
Level 2: vine, command
Level 3: heartfruit
Level 4: arbory, wither
  • Bramble: throw down a handful of bush seeds into the dirt and cause them to magically grow immediately, forming a semi-rigid barrier or short step up. These bushes will have no seeds, but fruit or vegetable bushes can provide 1 ration.
  • Naturalist: none of your druid powers can be used while you knowingly touch metal, or until the next new moon after you do so. You and companions (not including vehicles) are impossible to track through natural terrain by any normal means, as long as you all travel reasonably carefully.
  • Vine: throw down vine seeds into dirt, which grow up to ten meters instantly across the nearest upright solid surface. These can be used to climb easily, or they can pull down weak structures or immobilize one target, who can escape with a strength save or assistance. They will produce no seeds.
  • Command: once per day, you can put any magical plant under your control for 1d6 minutes. They may remember what happened during this time, but might understand your motives.
  • Heartfruit: call upon the protection of nature to grow a plant with healing fruit. It has no seeds and grows after a month of care, from then on producing a new fruit after a week, and new ones a week after harvesting. The fruit itself has thick, dark red juices and tastes salty, restoring all vigor or healing one wound.
  • Arbory: once per day throw a tree seed into dirt, causing it to grow swiftly and unstoppably up to twenty meters. This tree will grow no seeds, but fruit trees can provide 1d6 rations.
  • Wither: once per day, you can cause any plant to wither up and die with a touch. Deals one wound to plant creatures.

Combat trained classes are proficient with all weapons and armor. Partially trained classes can choose to be proficient with either light armor, heavy armor, or shields, as well as either proficiency with balanced weapons, mass weapons, or great weapons, or one skill star in archer or launcher. Magic user classes can choose any of their items as an arcane focus or roll for an additional item as one. Everyone is proficient with light weapons, and can gain proficiency with one particular weapon by landing three successful attacks with it. This proficiency can be gained for a new weapon, but the previous one will be lost.

Saturday, October 5, 2019

Articorpus Suprultima: magical mecha and more

The temple of a conquering god, built up and shaped into a titanic body for its divine spirit to inhabit through the hands of the faithful crew. A coven of witches weaving life into their shared home, granting it gargantuan legs and sharp fangs. The necromancer lords of old burst from their crypts, crafting a bone behemoth of the ancient dead to scour the lands. An insect god from another world approaches the party and requests their assistance, neural pathways open and inviting, in protecting this world that it might at last live in peace.



Each magical mecha has at least three available positions: pilot, gunner, and engineer. On their turn, the pilot can either move the mecha or turn it up to 180 degrees, or activate special movement abilities like wings or drills, the gunner can either fire or reload one of the weapons, and the engineer can repair one system or recover the hull by one. Weapons can only fire at targets in a semicircle in front of the mech, unless they hit all adjacent. Movement system with speed higher than 1 can only move in a straight line, and cannot move less than their full speed. Multiple crew can work at each station, but there's no benefit beyond two pilots or two gunners to a weapon. Crew can move to other stations, but it takes one round if they were piloting or gunning.

Attacks hit automatically, dealing one hull damage and disabling one system as determined by 1d6. When Hull reaches 0, the mech is damaged beyond use. Each movement system and weapon has an equal chance of being hit (a mech with more than six systems would be excessively powerful). Whenever a mech is hit, the crew add their mech's instability to the impact of the attack, and try to roll that number or higher on 1d6. If they fail, their mech is turned by the attack to face, away from the attacker.

These craft are massive, similar in size to an upright castle. Any attack from one will completely obliterate a human-scale target, up to creatures like dragons or kraken which can manage survive one hit and deal some damage back. Any attack less than a dragon's fire or a siege weapon will deal no damage to any mecha, but invaders can attack the crew.

Baba Yaga Hut by AlcoholicHamster


1. WALKING TEMPLE
Exiled priests of Roaz built a new home and named it Virth, thus giving life to a new conquering god and granting it full form in a humanoid shell of gilded marble.
Hull: 6
Instability: 2
Storm Ballista: 10 range, 1 impact
Angelswarm Wings: 2 speed flight, +4 clumsiness
Inverted steeples: 1 speed walk

2. COVEN BEAST
Some say the oldest magics are the greatest, and the glimmering teeth and claws bursting from a home built by hand incuse a testament of such claims into the ground with every step.
Hull: 4
Instability: 1
Claws of the Moon: 2 range, 3 impact
Fangs of the Stars: 1 range, 0 impact, always targets movement system
Great Beast's Legs: 1 speed crawl, if not used, -1 clumsiness for one round

3. WAR THESIS OF WIZARDRY
As the kingdom of Waylet found itself more and more deeply embroiled in war the monarch put equal pressure on the wizards to develop more powerful magics.
Hull: 8
Instability: 3
Ultrastaff: 5 range, 2 impact, roll two systems and choose which takes damage
Wheels of Progress: 1 speed roll

4. GRAZIAX FROM ZHELL
Wayward god-prince of a distant, unimaginable divine realm fleeing from a devourer of worlds. It seeks the aid of intrepid pilots to enter its body in a symbiosis that is apparently common in its home realm.
Hull: 6
Instability: 2
Acidic Outpour: 3 range, 1 impact, can hit two adjacent targets
Grand Pincers: 1 range, -6 impact, no system damage but can latch on and move with target (can let go at any time)
Catapult Legs: 4 speed leap, takes two turns to leap

5. BONEGRAVE MAUSOLEUM
Lich lords from the ancient days, long thought defeated and slain, have merely been building their strength in quiet crypts. Now they unleash power and death gathered through the ages, meaning to take back the lands of the living.
Hull: 5
Instability: 3
Necrotic Megascythe: 3 range, 2 impact, any human-scale creatures in range are killed and raised as undead
Countless Femurs: 1 speed crawl

6. DREAM LORD
Slumbering deep in the sea since perhaps before the first human flesh imagined its own existence, it has been awakened by wild cultists whom it consumes and takes counsel from in their eternal sleep.
Hull: 10
Instability: 5
Awakening Star: 6 range, 0 impact, target's crew make Will saves or become incapacitated by nightmares for a turn
Voidwind Wings: 1 speed flight, even in space
Slithering City: 1 speed swim
Eats mortals, who make a Will save to become trapped in its dreams and then die. If successful, they become a new crew member.

7. FORGEMASTER'S MOUNT
Built by ancient dwarves with tonnes of the finest steel, over generations of master craftswork. The explosive powders are a wonder to alchemists, who insist that the wizards have it all wrong with their 'mountain magic' theories.
Hull: 7
Instability: 4
Ancestor's Hammer: 1 range, 2 impact
Mountainfire Sling: 6 range, 3 impact, 2 hull damage, five shots per battle
Short legs: 1 speed walk
Inverted Volcano: 5 speed leap, one use per battle

8. KRASCHKUL THE THUNDER
An ancient hero of the giants, perhaps the oldest still living and the only one to ever have a full suit of plate mail forged for him, as well as a blade that could be called a broadsword. Those legends have left out how dull of mind he is, having been secretly guided to most of his heroism by hidden human passengers.
Hull: 5
Instability: 2
Sword of Kraschkul: 1 range, 3 impact
Giant's Roar: 1 system damage to all adjacent mecha
Charging Storm: 3 speed run, takes 2 rounds to charge, 1 hull damage to one target in path

The Boat by Salvador Dali


9. THE YELLOW STAR
Something of a moving palace made to be as comfortable as possible, ultimately with many concessions in terms of combat ability. Commissioned from golemancers of the Yellow City by its wealthiest slugmen, it is a polished stone giant with huge decorative topaz eyes.
Hull: 13
Instability: 2
Major Mass Flare: lights fuses at the start of the turn, looking like a weapon charging up. At the start of the next turn, shoots a huge array of fireworks up into the air in a stupendous but harmless display
Avalanche Slam: 1 range, 3 impact
Ponderous Steps: 1 speed walk
Contains an opium lounge full of silk pillows, and a delightfully stocked tea cabinet. Crew get +1 against mecha abilities that affect them.

10. GYS SILVER MANTIS
An oddly-shaped craft ridden by pirates from across worlds, its shoulders sport metallic sails and crystalline cannons protrude around the waist.
Hull: 5
Instability: 3
Aether Cannons: 4 range, 2 impact
Boarding Hooks: 1 range, -6 impact, allows the Astral Mallard's crew to board the enemy
Luminary Sails: 2 speed flight in astral currents
Port and Starboard: 2 speed sail

11. BIRIGX THE PUNISHED
The whipping post of all hell, a great hulking demon whose skull has been wrenched open and whose innards have been carved out. There are greater demons of equal magnitude, but they do not answer to summons and Birigx is not given a choice.
Hull: 4
Instability: 1
Mass Trident: 5 range, 2 impact
Cataclysmic Dismissal: hits all adjacent, 3 impact, 2 hull damage, kills Birigx crew and sends him back to hell.
Tattered Wings: 1 speed flight
Cloven Hooves: 2 speed run

12. CHARIOT COLOSSUS
Once in an empire long past, the land's greatest engineer determined to make a more powerful chariot. They succeeded, and kept on succeeding until they had created this gleaming tower of a warrior with lumber and bronze.
Hull: 7
Instability: 2
Rain of Bronze: 3 range, 1 impact
Greatest Pike: 2 range, 3 impact
Wheeled Basis: 2 speed roll

Done as part of the GLOG mech/robot rules challenge. Other participants:
https://slugsandsilver.blogspot.com/2019/10/yoon-suin-glog-clockwork-golem-player.html
https://nuclearharuspex.blogspot.com/2019/10/mech-rules_5.html
https://octarinetinted.wordpress.com/2019/10/04/mantle/
https://oblidisideryptch.blogspot.com/2019/10/ezcocotli.html
https://crateredland.blogspot.com/2019/10/having-mechs-on-first-date.html

Monday, March 11, 2019

Proficiency

My weapon types are copied directly from Spells & Steel, seen here: https://spellsandsteel.blogspot.com/2012/09/weapon-behaviour-simplifying.html
As a HEMA practitioner (or former practitioner), he has some excellent insights into weapon behavior and combat mechanics, and I would highly recommend the blog if you have as much interest in this stuff as I do.

I will restate the weapon types here in my own words:
Light weapons: dagger, knuckles, kama, katar, cudgel, etc. Possibly whips as well.
Balanced weapons: arming sword, long sword, spear, bo staff, etc.
Mass weapons: axe, mace, flail (if you decide to include them), hammer, etc.
Reach weapons: poleaxe/polehammer, greatsword, etc.

The general jist of it is pretty easy to understand. For damage, it will always be dealt in increments of d6. Light weapons deal the lower of 2d6, and other weapons will deal 1d6 if one handed, or the higher of 2d6 if two handed. Strength bonus is always added

Everyone is proficient with light weapons, with possible exceptions for particularly exotic ones, and combat trained classes get proficiency with all melee weapons and armor. They can choose to exchange one melee proficiency for one rank in a ranged skill. Combat capable classes get one choice of melee or ranged proficiency, and one choice of armor or shield proficiency.

If wielding a weapon that you are not proficient with, you cannot parry or feint with it. Each character can have one personal weapon to become proficient with, after they have dealt damage with it to three different foes. This only applies to that specific weapon, not other weapons of its type, and if they decide to become personally proficient with a new weapon, they are no longer proficient with the previous one.

Unarmed attacks deal 1 damage plus strength bonus by default. With martial arts training, you can parry unarmed attacks while unarmed, and deal the lower of 2d6. With martial arts mastery, you can parry weapons while unarmed, and deal the higher of 2d6.

For ranged weapons, I would have two skills; archery and throwing. Each range increment incurs cumulative a penalty of -1, and trick shots require a difficult check. Range increments would generally differ depending on the weapon. Perhaps a third skill such as 'firing' for crossbows and guns, but these would be rare and expensive, unavailable for a new character.

Tuesday, March 5, 2019

Skies Below

The current working title for my homebrew game is Skies Below. And of course, I've thought of a new combat system for it. My goal with designing a combat system is for it to be logical, simple, and dynamic.
This one includes three main attack options; press the attack, parry and counter, or feint and follow through. These work similar to rock-paper-scissors, except that while anyone can press, you can only parry with a weapon, and only combatants with training can feint. Additionally, anyone with a shield can block, increasing their defenses for the round.
If your attack beats your opponent's, you deal 1d6 damage modified by weapon type, plus strength modifier, and reduced by their defense. If you pick the same attack as your opponent's, you deal 1 damage plus your strength modifier, reduced by their defense.
Beasts and other unintelligent combatants can lunge (as press), or latch on (as parry), and typically cannot feint.
This system works well because the attack choice can essentially replace the attack roll, though it doesn't include provision for critical attacks. That's the main thing I want to consider in the future. For ranged combat, it's simply going to be a skill, either archery or throwing.

Wednesday, January 30, 2019

Weapon Generator

I've seen a few magical weapon generators around, and wanted to design one for lower magic settings, creating specialized nonmagic weapons, or just as a baseline before adding magic powers to it. Some thought should be put into how the weapon looks and works, for example a short blade with a long haft would be a spear, whereas a short blade with a one handed haft would be a dagger.

Table

Head


  1. Long blade
  2. Short blade
  3. Axe
  4. Mace
  5. Hammer
  6. Scythe

Haft length

  1. One handed
  2. Hand and a half
  3. Two handed
  4. Medium length
  5. Long
  6. Chain

Decoration area

  1. Head
  2. End
  3. Side
  4. Cross guard
  5. Handle
  6. Pommel

Sword tip (for long blades or short blades)

  1. Pointed
  2. Curved
  3. Angular
  4. Square
  5. Forked
  6. Round

Sword shape (for long blades or short blades)

  1. Straight
  2. Narrow
  3. Curved
  4. Weighted
  5. Round
  6. Wavy

Axe type

  1. Straight
  2. Curved
  3. Bearded
  4. Narrow
  5. Round
  6. Angular

Mace type

  1. Flanged
  2. Morningstar
  3. Club
  4. Round
  5. Skull
  6. Figure

Hammer type

  1. Four pointed
  2. Flat
  3. Pick
  4. Flared
  5. Tapered
  6. Figure

Scythe type

  1. Curved
  2. Straight
  3. Angular
  4. Rounded
  5. Squared
  6. Double

Handle material

  1. Dark wood
  2. Light wood
  3. Red wood
  4. Ebony
  5. Ivory
  6. Copper

Grip type

  1. Leather
  2. Cloth
  3. String
  4. Steel
  5. Silver
  6. Gold

Pommel shape

  1. Circle
  2. Ball
  3. Diamond
  4. Triangular
  5. Broad
  6. Curve

Crossguard

  1. Straight
  2. Curled
  3. Flared
  4. Basket
  5. Circular
  6. None

Decoration type

  1. Lining
  2. Engraving
  3. Embossing
  4. Filigree
  5. Painting
  6. Plating

Head material

  1. Steel
  2. Stone
  3. Bronze
  4. Iron
  5. Silver
  6. Gold

Examples

Mace head, medium length, decorated crossguard, morningstar head, ivory handle, string grip, broad pommel, straight crossguard, plated decoration, iron head

Classic morningstar mace, of an old design but with fine materials, probably made for a wealthy warrior or leader in bygone eras. The head is made of iron but the hilt is long and carved of ivory, with a grip of string wrapped in a fine pattern. It possesses a guard just below the head that has been plated with gold, further emphasizing its value.
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Long blade, one handed, decorated pommel, square tip, round blade, copper handle, cloth grip, triangular pommel, curled crossguard, filigree decoration, silver blade

Holy sword with a wide curved, silver blade representing the cleansing power of the moon against the accursed. There is a twin weapon of gold representing the sun which supposedly wards off demons. The pommel is a wide cone with a delicate filigree across the rounded surface, and the handle is copper wrapped in silk.
-
Axe blade, chain, decorated crossguard, narrow blade, light wood haft, gold grip, diamond pommel, curled crossguard, gemstone decoration, gold blade

The blade of this weapon is narrow and golden, almost like a chisel, on the end of a lightly hued wooden chain and a golden handle. There is a diamond shaped pommel, with a crossguard on the handle bearing a large ruby.

Simplified examples

If you need to roll up something quick or aren't concerned with all the little details, you can just roll the head type, length, and decoration. I would recommend not rolling for the head material for most weapons either way, only on particularly special ones.

Long blade, one handed, decorated crossguard
Arming sword with a gilded crossguard.

Hammer, long, decorated pommel
Polehammer with a golden cap at the bottom end.

Short blade, one handed, decorated handle
A fine dagger with filigree along the grip.