LotFP Class: The Windmaster

Hair blowing in the windA Windmaster is the master of the wind. They live in humble, isolated huts atop hills or by the side of the sea. Many are revered by local communities, which send gifts of food and companionship in exchange for the good will of these mysterious hermits.

Windmasters have a d8 hit die, and advance in experience as dwarfs. They save as Elves, except their save versus Breath, which advances as a halfling’s does. The physical art of wind mastery is a wild dance of constant motion, and so requires that a Windmaster wear light, loose clothing.  Often they wear only an oversize vest and a loincloth. All Windmasters have free flowing metal-hair.

In enclosed spaces, the Windmaster may use their own breath to power their wind shaping techniques. However, any dice rolled  are rolled twice, and the result less advantageous for the Windmaster is taken. Likewise, in particularly windswept areas, two dice are rolled and the more advantageous result is taken.

At first level, the Windmaster rolls 2 random wind shaping techniques from the low level table. At each subsequent level, the player gains a new technique. These are randomly determined from the low level chart until level 5, after which they may opt either to roll a technique from the high level chart, or pick a technique of their choosing from the low level chart.

Unless otherwise stated, a wind technique requires a single round to perform. There are no limits on the number of times a Windmaster may use their techniques each day.

Levels 1-4

  1. Blinding Spray: A wave of wind strikes the ground at an oblique angle, causing a spray of detritus to fly up into the air. Anyone standing in its path should save versus Breath or be blinded for 1 round.
  2. Wind Punch: Fist-sized pockets of air become suddenly high pressure, and expand outward rapidly in the desired direction. This allows the Windmaster to make unarmed attacks against anyone within their line of sight.
  3. Disarming Gust: A sudden breeze strikes a held object from the most unbalanced direction. The wielder must save versus breath or drop the object.
  4. Great Leap: Propelling themselves with the wind, the Windmaster can leap as high as 40′ up and 120′ forward in a single bound.
  5. Breath Bubble: Forms a sphere of air around the head of one person per level. This air lasts for 10 minutes before it must be replenished.
  6. Carried Message: So long as the Windmaster remains in meditation, they may perfectly guide the travel of any object light enough to feasibly be carried by a breeze. A feather, a leaf, a scrap of paper. They do not see through the object, but they know if it’s stopped, and if it reaches its destination. Objects sent in this way travel 60 miles per hour.
  7. Redirect Projectile: For every three levels, the Windmaster may guide one projectile per round. Either causing them to miss their target, or granting a +1d6 to their attack roll to hit their target.
  8. Unbalancing Blast: A sudden gust of wind strong enough cause a human target to stumble. Target takes a -3 on saving throws and attack rolls this round.

Level 5+

  1. Navigator: The Windmaster can fill the sails of a ship by bending the wind from whichever direction it is normally going. This allows the ship to travel at sailing speed regardless of the wind’s direction. Alternatively, if the wind is already favorable, using this ability increases the ship’s speed by 50%.
  2. Steal Breath: The Windmaster takes hold of the air around a person’s nose and mouth, either preventing it from entering their body, or forcing it into their body. The target may save versus Breath to resist. On failure they must make a constitution check with a mounting -3 cumulative penalty each round to avoid passing out. So long as they are conscious, they may only take a half action (move or attack). If they move out of the Windmaster’s range, the effect ends.
  3. Flight: The Windmaster gains the power of flight at will, moving at their normal move speed. If the Windmaster already has “Great Leap,” gaining Flight allows them to manipulate the wind to allow one willing target to make a Great Leap per round.
  4. Become Wind: For a number of turns equal to their level, the Windmaster becomes a gust of wind. They are invisible, invulnerable, and travel at 60mph. They may not use any of their other techniques in this state, but their movements have a force roughly equivalent to a strong gust of wind on a blustery day. Forcing themselves out of their physical form is exhausting work, and they require a full night’s rest after using up their daily allotment.
  5. Wind Assisted Movement: In combat, The Windmaster’s every dodge and jab is subtly assisted by gusts of wind. They gain a permanent +2 to their AC and attack rolls, and their unarmed attacks use a damage die 1 step higher up the chain. (1d4 becomes 1d6, 1d6 becomes 1d8, etc)
  6. Tidal Wave: In a ritual requiring at least 30 minutes of dancing, the Windmaster summons winds sufficient to create a tidal wave. The wave’s height is equal to the Windmaster’s level multiplied by 30′. Obviously, a body of water is required for this spell to work.
  7. Knockback: The Windmaster uses an intense blast of air to push their target 40′ in a given direction. If the target hits anything, they take fall damage equal to 1d6 for every 10′ they didn’t travel out of the full 40′.
  8. Tornado Trap: A buffeting cylinder of wind surrounds a target. Any movement they try to take is countered by the wind, knocking their legs and arms about and preventing them from acting. The target is entitled to a save versus Breath to leap out of the tornado before it becomes too powerful to resist, otherwise they are trapped until the Windmaster releases them.
  9. Befriend Air Elemental: The Windmaster develops a close friendship with an Air Elemental, which will be happy to adventure alongside the Windmaster as a henchperson. It does not mind being put in danger, since being destroyed will merely send it back to its home plane. Not too bad a price to pay for helping such a good friend! If the elemental is sent home, it will take 1d6 months for the Windmaster to befriend another.
  10. Push to Safety: If any of the Windmaster’s companions fails a save versus Breath, the Windmaster can also make a save. If they succeed, they’re quick enough to summon a gust of wind to push their companion to safety, essentially passing their save for them.

1d100 Magic Words – Creatures & Evil

Evil WordsIf you’re new here, heads up that this post is in reference to my Magic Word system. Perhaps I ought to create a new category for all of these magic word posts. I’m producing quite the library on the subject.

Anyway, last time I wrote about Magic Words, I created a d100 list of words I felt were evocative enough to make good spells out of. But with only 100 places to fill, the list obviously only scratched the surface of gameable spell words. It’s a good start, but sticking with such a small list for any length of time is a disservice to the system. The whole point is to draw upon the whole of human language to create weird, personalized spells.

Ideally, I’d like to create an array of tables. Each with some different theme. You could then roll on a master table to determine which of the more detailed sub-tables you roll on. In the end I’ll have more words than a dozen Magic Users could learn in a lifetime! Maybe I’ll collect them in a PoD book. A magic dictionary or sorts.

Obviously you could just use a real dictionary, and it can work. But there are so many words that just don’t make interesting spells, and it starts to get old when you generate word after word that just doesn’t work. Look, I’ll pull 10 random words off Wiktionary: Hibernicism, Plethysmography, Aggrieved, Philippic, Stanchel, Pelleted, Animalism, Palestra, Verbarlokao, Quintile.

It might be fun to integrate a few such esoteric words into a spell list. But I think players would get fed up pretty quickly if those 10 words above were the first 10 words they got. The list needs to be curated somewhat, ergo my reduction of the entire animal kingdom down to about 100 of the more recognizable and evocative names.

Also, I recognize that if you’re not interested in the Magic Word system, the deluge of d100 word lists might put you off the site. So I’m going to combine two lists into each post, and I’m going to make sure that these lists aren’t posted back-to back. Hopefully that should prevent you from feeling like you’re drowning in lists of vaguely related words.

d100 Creature Names Animal spells are cool. Plus this could double as a d100 table of animals! Not sure why you’d need that, but if you do, here you go.

  1. Albatross
  2. Ant
  3. Antelope
  4. Ape
  5. Armadillo
  6. Baboon
  7. Badger
  8. Barracuda
  9. Bat
  10. Beetle
  11. Bear
  12. Beaver
  13. Bloodhound
  14. Boar
  15. Bull
  16. Butterfly
  17. Camel
  18. Cat
  19. Centipede
  20. Chameleon
  21. Cheetah
  22. Cockroach
  23. Coyote
  24. Crocodile
  25. Deer
  26. Dog
  27. Donkey
  28. Duck
  29. Eagle
  30. Elephant
  31. Elk
  32. Falcon
  33. Ferret
  34. Fish
  35. Fly
  36. Fox
  37. Frog
  38. Giraffe
  39. Goat
  40. Gorilla
  41. Grasshopper
  42. Hedgehog
  43. Hermit Crab
  44. Hawk
  45. Honey Bee
  46. Horse
  47. Hummingbird
  48. Hyena
  49. Iguana
  50. Jellyfish
  51. Jackal
  52. Kangaroo
  53. Lemur
  54. Lion
  55. Lobster
  56. Magpie
  57. Mole
  58. Mongoose
  59. Moose
  60. Monkey
  61. Mule
  62. Octopus
  63. Opossum
  64. Ostrich
  65. Otter
  66. Owl
  67. Ox
  68. Panther
  69. Pig
  70. Parrot
  71. Peacock
  72. Platypus
  73. Porcupine
  74. Rabbit
  75. Racoon
  76. Ram
  77. Rat
  78. Rattlesnake
  79. Rhinoceros
  80. Scorpion
  81. Shark
  82. Sheep
  83. Skunk
  84. Sloth
  85. Snake
  86. Sponge
  87. Spider
  88. Squid
  89. Squirrel
  90. Stingray
  91. Stork
  92. Seal
  93. Swan
  94. Tortoise
  95. Tiger
  96. Vulture
  97. Wasp
  98. Whale
  99. Wolf
  100. Yak

d100 Evil-ish words Because I have a natural inclination towards evil casters. Most of these could be used for non-evil spells I’m sure, they’re just evocatively evil in my mind.

  1. Abyss
  2. Ailment
  3. Addict
  4. Apocalypse
  5. Anger
  6. Bane
  7. Blight
  8. Chain
  9. Chaos
  10. Corrupt
  11. Cowardice
  12. Curse
  13. Cheat
  14. Crime
  15. Cult
  16. Cabal
  17. Damn
  18. Death
  19. Disembowel
  20. Doom
  21. Devil
  22. Demon
  23. Desecrate
  24. Decimate
  25. Disgust
  26. Evil
  27. Eviscerate
  28. Eldritch
  29. Envy
  30. Execute
  31. Fester
  32. Forbidden
  33. Feculent
  34. Fear
  35. Grief
  36. Greed
  37. Ghoul
  38. Grave
  39. Hate
  40. Hell
  41. Horror
  42. Harm
  43. Immoral
  44. Infernal
  45. Justify
  46. Judge
  47. Kill
  48. Lament
  49. Lie
  50. Leprous
  51. Lust
  52. Leech
  53. Lurk
  54. Lash
  55. Masochism
  56. Monster
  57. Nightmare
  58. Obstruct
  59. Offend
  60. Ooze
  61. Orphan
  62. Object
  63. Obsequious
  64. Pact
  65. Pain
  66. Plague
  67. Pride
  68. Quiet
  69. Ravage
  70. Rashness
  71. Rot
  72. Rupture
  73. Ruin
  74. Revenge
  75. Sadism
  76. Savage
  77. Seethe
  78. Shadow
  79. Summon
  80. Sinister
  81. Steal
  82. Sorrow
  83. Sin
  84. Sloth
  85. Slave
  86. Torture
  87. Torment
  88. Threaten
  89. Undead
  90. Violent
  91. Vampire
  92. Vile
  93. Vulgarity
  94. Vanity
  95. Wail
  96. Wither
  97. Wrack
  98. Wrath
  99. Zeal
  100. Zombie

The Fishmonger’s Revenge

The Fishmonger's RevengeThe other day I was hanging out in an obscure little corner of the internet with one of my very oldest friends in the world. We’ve been buds for 15+ years now, and the only thing we have in common is the ability to pedantically blather on endlessly about any subject under the sun.*

On a whim, I asked him to give me a title for an adventure that I promised I would write.

Nick W. and Tzvi Kilov
And so I wrote it. I think it actually turned out pretty well, and it was a great excuse to spend some time with publishing software. I really need to spend more time doing that sort of stuff.

Anyway, here’s a one page dungeon if you want it:

Download The Fishmonger’s Revenge

*With regards to said blathering, we actually have a whole podcast for doing that. I haven’t mentioned it on the blog before, because the podcast has nothing to do with D&D, and I’m bad with self promotion. But since it’s somewhat relevant here, allow me to humbly suggest you check out Dumb Stuff Taken Seriously. It’s terrible!

d100 Curses

NO CURSES, GRIMBO!

Curses are cool. Open a sealed tomb? You get a curse! Kill a wizened old crone? You get a curse! Plunder a wealthy monastery? Everybody gets a curse!

Here are 100 of them.

  1. The cursed must get proper permission before entering any domicile.
  2. The cursed will always close their eyes in the presence of fire.
  3. Anytime the cursed walks through a doorway, they will thoughtlessly slam it behind themselves, causing a racket and possibly knocking nearby items off shelves.
  4. If the cursed sees a knot, they are compelled to untie it.
  5. The cursed cannot get wet. If they do, their most important concern becomes drying themselves as soon as possible.
  6. The cursed is mesmerized by any form of performance art they encounter. They are unable to continue on until it ends, or they are dragged away from it.
  7. The cursed may never sit for any reason.
  8. Nobody remembers the cursed between meetings. Each time they encounter someone, that person believes it is the very first time.
  9. Everyone who meets the cursed seems to recall hearing stories about them. These stories paint the picture of an unreliable, cruel, and evil person.
  10. Any money that the cursed doesn’t spend the same day the get it, disappears.
  11. Compasses don’t work within 100′ of the cursed.
  12. The cursed can be turned by clerics as though they were undead. If a friendly cleric turns undead, they are not able to exempt the cursed.
  13. Every coin that passes through the hand of the cursed transforms into a less valuable metal. (Platinum turns to gold, gold to silver, silver to copper, copper to steel, etc).
  14. A permanent raincloud drizzles on the head of the cursed. Each week they must roll a save versus Breath to avoid rusted equipment. (In addition to other annoyances which would occur).
  15. The cursed’s shoes wear out within 4 hours. They must carry spare pairs unless they wish to adventure barefooted. Adventuring without shoes reduces max hp by 1 per hit die.
  16. The cursed sleeps for 16 hours each day, instead of 8.
  17. The cursed’s reflection shows a gaunt, dead thing. Not even a living corpse, just a corpse propped up in roughly the same position the cursed is currently in. Others who notice this will be horrified.
  18. There will never be any lodging available in any town the cursed visits.
  19. The gender of the cursed is randomly determined each morning.
  20. The cursed gains a crippling weakness against common dogs. A dog’s bite is so poison to them, that they must make a save versus poison or die.
  21. Anytime the cursed takes more than 3 damage in a single round the wind is knocked out of them. They must save versus Poison or they won’t be able to do any more than move during their next turn.
  22. The cursed cannot hold their breath. Ever. At all. For any reason.
  23. Any time a save is called for, the cursed rolls their worst save instead of the save that was intended.
  24. Anytime the cursed is in a private residence, they will accidentally break something the owner holds dear.
  25. Any time anyone at the game table coughs or sneezes, the cursed is consumed by a loud and obnoxious coughing / sneezing fit in-game. To the point that people start to think they’re faking it for attention or something.
  26. The cursed’s dietary needs are altered so they can only be sustained by animals that people care about: horses, cats, dogs, etc. Nobody needs to care about the specific animal eaten, so long it is of a type that people in the area generally keep as pets.
  27. Anything experienced by the cursed while alone is entirely fictional. The only real experiences they have are those shared by at least one other member of the party.
  28. The cursed loses all concept of table manners. They eat in the most disgusting way imaginable.
  29. The cursed character becomes hyper-sensitive to changes in air pressure. They cannot travel more than 20′ vertically in a day without becoming light headed and weak.
  30. All clothing becomes unbearably itchy. The cursed must go about naked or suffer from constant discomfort.
  31. The cursed attracts biting insects and rashes to their body; and thus they itch constantly. They are completely incapable of sitting still, and anytime it might be required they fidget and scratch and rub themselves against things. Contorting themselves to reach difficult itches.
  32. Everything the cursed says comes out as sarcastic and disrespectful.
  33. The cursed has intermittent super strength, allowing them to punch through stone walls and stomp their foes into the ground. This power only manifests itself when the cursed least desires it. This causes simple, ordinary actions to become destructive. The referee will judge which actions have this ‘benenfit’ after the fact.
  34. Everything that the cursed says must rhyme. If they fail, they’ll take 1 point of damage each time.
  35. The cursed cannot abide the presence of the opposite gender, and must either fight, or excuse themselves from the area if they encounter one.
  36. Each non-cursed member of the group (including the referee) should be asked to name a common word. These words are then put onto a list, kept in common view of the whole table. If the cursed speaks any of these words during play, their character takes 1 point of damage to a random ability score.
  37. The player to the right of the cursed should name a letter. The cursed cannot use any words which begin with that letter, on pain of suffering 1 point of damage each time they do so.
  38. If the cursed uses an edged weapon, they will cut themselves after every fail attack roll, dealing half weapon damage.
  39. The cursed grows a pair of gills, and can now only breathe in water.
  40. The cursed must make an original pun each game day. Any days in which they fail to do this, they are struck by lightning.
  41. The cursed must reroll all their ability scores each morning. 3d6, in order.
  42. If the cursed is a caster, they may now only access the spells of a different casting class. Magic Users can only prepare Cleric spells. Clerics can only prepare MU spells. Other casters are restricted to the spells of whatever spellcasting class is deemed most opposed to their own. If the cursed is not a caster, reroll their curse.
  43. Between sessions, the cursed goes on uncontrollable drunken adventures that they then have no memory of. Each session starts with a hangover, and a new injury.
  44. The cursed becomes trapped in whatever clothes they’re currently wearing. Characters wearing armor will suffer mounting penalties after being forced to sleep in their armor for long periods. If the cursed was not wearing any armor at the time the curse took hold, they will still become ever smellier, and more offensive to civilized folk.
  45. If music is played, the cursed must dance to it. Even if it’s just enemy wardrums.
  46. The cursed’s face turns into a ceramic mask, fitted over exposed muscle and bone.
  47. Any boat the cursed boards will be blown off course and shipwrecked far from where it was supposed to be.
  48. The cursed is compelled to break any glass they see.
  49. Pack animals hate the cursed, and will flee or attack if the cursed is near.
  50. Instead of food, the cursed subsists off of making people cry.
  51. Anyone who spends the night under the same roof as the cursed will be struck by lightning the next time they stand under an open sky.
  52. An obese old woman appears each night to hover over the cursed as they sleep, staring at them in slack-jawed annoyance. Drool dribbles from her mouth, onto the cursed’s sleeping form. If she is confronted, she flies into a rage fit that will prevent anyone from sleeping. If she is attacked, she is killed, but the dreams of the cursed are tormented and give no rest. She returns the next night, still agitated from having been slain.
  53. The cursed does not have a name. No word seems to describe them, and anytime one is tried, it is forgotten by everyone, including the cursed.
  54. Everything the cursed says must be sung.
  55. In any religious rite the cursed witnesses or participate in, they will perform a sacrilege.
  56. Within a day of encountering some new community or culture, the cursed will always commit some highly offensive faux pas that is unique to that community.
  57. Any tool the cursed uses has a 1 in 6 chance to break.
  58. If the curseds own any structure, it will burn to the ground or be otherwise demolished the first time the cursed sleeps in it.
  59. Any animal the cursed attempts to ride will attempt to buck them off at the most inopportune time possible.
  60. No warning given by the cursed will ever be heeded.
  61. No servant will remain faithful to the cursed when their back is turned.
  62. No message sent from anything but the cursed’s own lips will ever reach its destination.
  63. Any map the cursed might benefit from will be half-ruined before it can be used.
  64. Half of any book the cursed might benefit from will be torn out or destroyed before they can be read.
  65. Any wand found by the cursed will have only a single charge.
  66. Anytime the cursed expresses a concern, it will be interpreted as a joke.
  67. Any community the cursed stays in for a week will experience poor fortune for a year. Bad harvests, raiding bands, lost trade agreements, war, etc.
  68. No fire can ever be put out in the presence of the cursed. Even fully submerging a torch in water won’t work.
  69. The cursed has 100% fertility, and is irresistible to the opposite sex. 100% as in “literally anything sexual results in pregnancy.” The cursed makes babies from blowjobs.
  70. Anything that drops from the cursed’s hands is lost, and can only be found by someone who would never return it willingly.
  71. Even the smallest amount of a drug–a thimble of beer, second hand marijuana smoke, etc–will have the full effects of a day of binging on the cursed.
  72. The cursed’s morality becomes an absolutist thing. Any deviation from your alignment or stated values will result in losing all class abilities until an atonement is made.
  73. The cursed tastes good. Really good. Creatures that eat manflesh will smell the cursed much more readily, and be persistent in pursuing them. Any time the cursed takes damage from fire, the sizzling scent causes an immediate random encounter check. Any time the cursed takes damage from a bite, that creature will direct all their attacks towards the tasty tasted cursed one.
  74. The cursed comes to believe strongly that the Iron age was a mistake, and that mankind was led astray by their hubris in smelting metals that were not meant for them. Bronze is the most advanced metal the cursed may use. The cursed will proselytize to others about their iron-sins.
  75. The cursed believes they are dead. Any damage dealt to them, as well as their actual hit point total, are kept secret by the referee. The cursed simply doesn’t believe any of it has occurred. How can they be hurt if they’re already dead? It’s silly.
  76. The cursed PC transforms into the cursed player. The PC takes on the appearance of the player, as well as the group’s best guess at how the player’s real life abilities would translate into the game world. The new PC doesn’t have any modern knowledge. They are as they would be if they had been born in the game world and followed an equivalent life path to their real life’s path.
  77. Randomly determine a player who is not the cursed or the referee. That player must come up with a catchphrase. Any session in which the cursed does not use their catchphrase in some appropriate way, is a session in which they forfeit any experience points they would have gained.
  78. The cursed falls into a deep sleep until their true love’s kiss wakes them. The the cursed is unplayable, and will likely remain so unless the rest of the party set up a kissing booth or something.
  79. The the cursed immediately and irrevocably falls in love with the next NPC of the appropriate type they meet. Resisting this infatuation will result in a negative level each week, as the cursed finds they cannot eat or sleep or enjoy the activities they once did. The only cure for this malady is the pursuit and marriage of the NPC. The cursed will always be very happy in this marriage and unwilling to leave it, no matter how horrible and demanding the referee makes their spouse. The referee is encouraged to make the cursed’s spouse very horrible and demanding.
  80. The cursed shows visible, obvious signs of desire anytime they see a piece of treasure. So if they encounter a king wearing a golden crown, they’ll spend the whole conversation staring wide-eyed at his crown and making grabby-hands in the air towards it. Obviously, this does little to endear the cursed to anyone who owns treasure.
  81. The cursed is contorted into a sphere. They can roll in any direction they desire, and take some actions with their arms. They are none the less limited in their ability to perform many common tasks due to their new shape.
  82. The size of the cursed becomes variable. Each morning when they wake, roll a d6 to determine how big the cursed is this day. 1. Ant sized; 2. Housecat sized; 3. Halfling sized; 4. Adult human sized; 5. Tall as an elephant; 6. Tall as a giraffe.
  83. Everyone who sees the cursed perceives them as an octopus struggling to survive on land. Everything the cursed says is heard as the pitiable wailing of a dying cephalopod.
  84. The cursed needs to pee every 10 minutes.
  85. Anytime the cursed takes damage, the wound immediately turns to gold. Since the wound cannot be healed, the hit point loss becomes permanent.
  86. Once combat has begun, the cursed is unable to stop fighting until every foe is dead. Even those who seem like they might someday consider the possibility of becoming a foe must die.
  87. The next time the cursed wrongs someone, that person will exaggerate the wrong into a horrible, unsympathetic crime. They will expend great effort to ensure everyone knows of the cursed’s foul nature.
  88. An intense rivalry develops between the cursed and another randomly determined member of the party. This rival PC will receive bonus experience each time they work against the cursed’s interests or betray their trust.
  89. The cursed becomes a natural target for pickpockets. Anytime they enter a crowd or a large community, they will lose some of their carried gold and possessions.
  90. The cursed becomes a natural target for burglars. Each session they will lose some of their gold and possessions that are not carried with them. Hiring guards, hiding valuables, or placing valuables in a vault will provide only temporary relief. Each of these will eventually be overcome by burglars.
  91. The cursed must always agree with the majority opinion of any group they’re in. This would include a lynch mob that wanted to have the party hanged. So long as the opinion is held by the majority, it is also the fervent opinion of the cursed.
  92. The player to the right of the cursed selects a well known personality. A political figure or celebrity, with whom the cursed’s player is familiar. In speech, mannerism, word, and deed, the cursed must now be played as though they were that personality.
  93. The cursed becomes a moral boyscout. They will always feel compelled to help anyone who has even the slightest need, and would never dream of accepting recompense for their efforts.
  94. When the cursed encounters an NPC, they must make a reaction roll to determine their demeanor towards that NPC. The reaction roll is modified by the NPC’s charisma.
  95. At the beginning of each adventure, a vulture swoops down and demands the cursed give them 500 money. If the cursed refuses, the vulture takes a bite out of their belly, pulling one of their organs free and flying off with it. The cursed takes 2 Constitution damage from this, but is otherwise unharmed. The process repeats until the cursed is dead, or starts paying the bird off. Previously taken organs can be bought back for 750 money. The vulture itself is invulnerable to attack, and can only be seen by the cursed.
  96. Every surface the cursed stands on is as slippery as melting ice.
  97. The cursed exaggerates everything. They regularly make promises that they cannot live up to, and make wild claims about past accomplishments.
  98. The cursed becomes a hireling, the the cursed’s hireling becomes the player character.
  99. Any piece of food the cursed is about to consume has a 1 in 10 chance to be poison. This poisoning occurs when a piece of food goes from being “food,” to being “the cursed’s food.”
  100. The only manner of fighting the cursed can participate in is dance fighting.

Skills: Mastery Versus Uncertainty

OR YOUR MANIES BACKSkills have been my buggaboo for nearly as long as I’ve been writing about RPGs. Every time I look at a skill system I see some new problems that I want to fix. I don’t know whether I’m working towards some platonic ideal, or if I’m just fickle. Either way I can’t help myself. There’s always something that can be done better.

For the last few years, most of the referees I play with and learn from have been using some variation on Skills: The Middle Road. If you’re unfamiliar, the breakdown is pretty simple. When you check a skill, a roll of 5 or greater indicates success. For untrained characters, each skill check is rolled with a d6. As a character advances in a given skill (either through class features or training), the die they’re allowed to roll increases from 1d6, to 1d8, to 1d10, and ultimately to 1d12. The elegance of the system has always appealed to me. As recently as last year I was planning to integrate it into my games, and a variation of the system was originally going to be described in my LotFP house rules. But then I sat down and did something I almost never do: math.

I love math, but I’m shockingly bad at it. It was never my strong suit to begin with, and being homeschooled from the 3rd grade up didn’t help. As such, obvious mathematical realities sometimes escape me. Using AnyDice, I tried to work out the functional difference between The Middle Road, and the way skills work in Rules-As-Written LotFP. (Skills start at a 1-in-6 chance of success, improving to 2-in-6, then 3-in-6, etc).

While The Middle Road gives players a higher success rate at lower levels, RAW LotFP quickly outpaces it. The very highest level of ability in Middle Road only gives a 7-in-12 chance of success, or 66.67%. In RAW LotFP, a character with a 6-in-6 skill rolls 2d6, and the check fails only in the event of double sixes. That’s a 35 in 36 chance of success, or 97.22%.

Now when I first figured this out, it convinced me that I wanted to stick with RAW LotFP. At the time, my reasoning was that players ought to be able to truly master a skill if they choose to devote themselves to it. After all, choosing to master a skill completely leaves other skills underdeveloped. There’s a natural balance there.

More recently, my thinking has changed. A system which allows total mastery of a skill is a system which allows certain challenges to become completely trivialized. If the players can always unlock a locked door, why even place locked doors at all? As a means of justifying the player’s investment? Even players seem unenthusiastic about rolling dice when they feel certain of success. And in the rare events that they fail one of these nearly-certain rolls, they seem more upset by it than usual. As if the dice just told them they’d failed a “walking” check.

When failure doesn’t seem like a possibility, it’s a lot more frustrating when it happens. It might be better to allow players to reach a level of mastery that no longer called for a roll at all. One where locked doors simply no longer existed for a master locksmith. It’s not the sort of system I want, but I think it would be better than a 2.78% chance of failure.

It could be argued that if players have reached such a high level of mastery, they ought to be adventuring in areas with locks that require checks made at -1 or -2. This is a possibility described in the LotFP rules, and is entirely legitimate. But I don’t like it.

Part of the reason oldschool skill systems appeal to me is the lack of any need for the referee to determine the difficulty of a task. Getting rid of Difficulty Checks was one of the best things about quitting Pathfinder. DCs are the fuckin’ worst. They add a ton of boring, yet necessary preparatory work to the referee’s job. They encourage the referee to reduce player agency by saying “Well, this door allows the players to skip half the dungeon. So it’ll have a REALLY high DC.” Furthermore, when a DC has to be improvised, it’s difficult to choose a good DC off the top of your head. And finally, if the referee is placing ever-increasing DCs in the game, at the same pace that the player’s ability to surpass those DCs is growing, then why have any advancement at all?

If I place a lock that requires a check at -2 in my adventure because of the fact that my players are really good at opening locks, then why did I allow them to waste skill points that I was just going to invalidate through future dungeon design?

The Middle Road has none of these problems. Furthermore, it has two great benefits.

First, it enables the referee to include weirder skills in the game. Consider the problem of the Law skill that I mentioned when I drafted the Lawyer class a few months ago. I think the law skill is super neat and fun, but it’s also powerful. If a player were able to master it, they’d be unstoppable. But so long as they still have a decent chance to fail any given check, they won’t be able to push their luck too far.

Second, and more importantly, it preserves the low level experience. It’s almost universally agreed, at least within the OSR, that low level play is the best play. The most challenging, the most engaging, the most fun. People prefer low level play so much that many campaigns (much to my frustration) are terminated just as the PCs start to reach mid levels.

The reason low level play is so treasured is that the game fundamentally changes as it goes on.  As PCs reach higher levels, more and more challenges become trivial for them. They don’t need to worry about torches once the magic user learns Light, they don’t need to worry about rations once the cleric learns Create Food and Water, and they don’t need to worry about locked doors once the thief has an almost certain chance of opening them easily.

Keeping skill checks uncertain, even at the highest levels of mastery, maintains that low level play that we all enjoy.

And as an aside, Skills: The Middle Road could easily be expanded using a d14 and d16. Not all Zocchi dice are reliably random, but those two are. I’d love to see them come into more common usage, since they so nicely fill in a lot of the gap between the d12 and the d20. And even with a d16, a player would only have a 75% chance of hitting 5 or higher. Which is still a respectable failure rate.

Magical Marvels 31: Getting Weird with the Classics 3

Cat-Bag-5This shit is way too entertaining to ever stop doing it. Same thing as last time. Three randomly determined magic items from the AD&D Dungeon Master’s Guide. One roll on the rings table, two rolls on the miscellaneous tables. The items are modified to suit my own sensibilities. This isn’t an attempt to “update” or “fix” anything, since none of them are broken. They’re just not my style.

Ring of Spell Turning

This ring distorts the three normal dimensions with respect to magic spells directed at its wearer. Any spell cast at an individual will usually rebound, in part or perhaps in whole, upon the spell caster. The distance between, and area occupied by, the victim (the ring wearer) and the spell caster are not as they seem when the magic activates the spell turning ring.

Ring of Spell Divergence

Spells cast by, or at, the wearer of this ring have something like the opposite of their intended effect. These aberrant magics are conjured from the imagination of the referee on the spot, and he or she bears no responsibility for making these new spells any better or worse than the originals. The ring is no guarantee of safety from magic, and the wearer takes full responsibility for the risks of wearing it.

Whatever illogical weirdness the referee comes up with when pressured to invent a new spell on the spot is unassailable law. They are not bound to remember precedent, or make their aberrant spells consistent in any way. The spells produced in the spur of the moment may or may not be available to be researched on their own in the game world, determined by the referee on a case by case basis.

Any attempt to argue with the referee, even to simply suggest a more reasonable ‘opposite’ spell effect, causes the ring to explode and take the wearer’s entire hand with it. Any anachronisms in the referee’s thinking on this subject are not a bug. They are a feature. They are the infinite impossibilities of magic folding backwards onto themselves, and producing something spontaneous, and terrifyingly beautiful.

Thus “Fireball” may become “Water Cube.” Or it may trap you inside a giant hamster ball of fire. Or it may force you to sing Katy Perry’s “Firework,” replacing the titular word with “Fireball.” Every referee will come up with a different way to reverse any given spell. The wearer must hope that these will work out in their favor more often than not.

Bag of Tricks

As is usual, a bag of tricks appears to be a typical size for sacks, and visual or other examination will not reveal any contents. However, if an individual reaches inside, her or she will feel a small, fuzzy object. If this is withdrawn and tossed 1′ to 20′ away, it will balloon into one of the following animals, which will obey and fight for the individual who brought it into being until the current combat terminates. The animals inside a bag of tricks are dependent upon which sort of bag is found. Roll 1d10 to determine which type.

(Type 1: weasel, skunk, badger, wolf, Giant Lynx, Wolverine, Boar, Giant Stag. Type 2: Rat, Owl, Dog, Goat, Ram, Bull, Bear, Lion, Type 3: Jackal, Eagle, Baboon, Ostrich, Leopard, Jaguar, Buffalo, Tiger)

Only 1 creature can be drawn forth at a time. It alone exists until it is slain or 1 turn has elapsed and it is ordered back into the back of tricks. Another animal may then be brought forth, but it could be another just like the one which was drawn previously. Note that only one roll is made for type of bag, but type of creature is rolled for each time one is drawn forth. up to 10 creatures maximum may be drawn from the bag each week.

For real, the Bag of Tricks is already pretty weird. I could easily see myself including this in a game nearly as-is, with only a few minor tweaks. Perhaps you’d need to coax an animal into the bag before it could be pulled out. But that isn’t really worth writing up, so I’m gonna jump a little off base with this one.

Cat in a Bag

A small burlap sack with a cat inside of it, closed tight with a knotted drawstring. The cat doesn’t particularly like being inside the bag, but it’s content enough that it doesn’t struggle or mewl constantly. It doesn’t need to be fed, but it can be harmed by attacks or by drowning, so some care must be taken to protect the bag.

Anytime the cat is let out of the bag, it will brush up against someone’s legs before running off to enjoy its temporary freedom. That person must reveal the most relevant secret they have. Whatever it is that they would most wish to keep hidden from the people who will hear them speak, is exactly what they must now reveal.

When the bag is opened, the owner should indicate a target to the cat. This cat is unusually obedient, so there is a fully 60% chance it will brush up against the indicated target’s legs. Otherwise, the cat’s target should be randomly determined from among everyone in the room, including the owner of the bag.

If the person has no obviously important secret to reveal, roll 1d6 to determine an appropriate sort of secret.

  1. The cat’s target must reveal a major crime which those present will want to punish them for committing.
  2. The cat’s target must reveal a minor crime which those present will want to prosecute them for committing.
  3. The cat’s target must reveal a shameful indiscretion from their past, which will alienate those around them.
  4. The cat’s target must reveal a taboo and disgusting preference, which will alienate them from those around them.
  5. The cat’s target must admit that they changed their identity, and provide a new name and 1-3 sentence backstory.
  6. The cat’s target must admit that they secretly produce embarrassingly bad art under a pseudonym.

Anytime the cat is let out of the bag, it will take some time to find the cat. There is a 1-in-6 chance of encountering it each hour the players spend in the same area if they are not specifically looking for it. A 3-in-6 chance per hour if they are specifically looking for it. Once found it can be reliably coaxed back into the back with 10 minutes of effort and a ration’s worth of food.

Javelin of Piercing

This weapon is not actually hurled, as when a command word is spoken, the Javelin of Piercing launches itself. Range is 6″, all distancves considered as short rangte. The javelin is +6 “to hit” and inflicts 7-12 hit points of damage. (Note this missile will fly horizontally, verticvally, or any combination thereof to the full extent of its range.) From 2-8 will be found. The magic of the javelin is good for only 1 throw.

The Snapshot Musket

For most magic items, ownership and possession are functionally the same thing. However, very nearly the whole point of the Snapshot Musket is to get other people to use it. Thus, ownership is granted to whomever most recently held the rifle while being fully cognizant of its magical properties.

The musket does not stand out among other weapons of its kind. It is a battered thing. Functional, but not beautiful. Any time the owner snaps their fingers, the weapon will fire. It does so whether or not it is loaded.

If the barrel pointed at a target, attack rolls are made normally without any bonuses or penalties. If the barrel is resting directly against something, a hit is automatic. If the barrel is not directed towards anything in particular, it probably won’t hit anything, but the referee may choose a random target at their discretion.

In any event, a gun going off unintentionally will certainly startle its wielder, and probably anyone nearby. The shot will be audible from a significant distance, and may attract unwanted attention.

Related Posts Plugin for WordPress, Blogger...

Thoughts and theories on tabletop games.