Monday, December 31, 2012

Pulp Fantasy Core--The Character Angle


PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index

THE CHARACTER ANGLE
The characters are different from the majority of humanity in that they have all had experience with some form of the supernatural. They managed to deal with or survive it and retain their sanity. In the great American way, they've also found a way to make a buck because of it, legally or otherwise.

The government doesn't control magic use, but deals with it very seriously if it catches or suspects somebody of using it to commit crimes. Incidents are often referred to a special FBI unit. They usually employ "consultants" (who could be the characters) to deal with them.

People using magic or supernatural creatures that have committed a violent act are normally put down without delay. Petty criminal abusers may be put on probation and have to work off their sentence as a "consultant" (again the characters).

The supernaturally aware community is small and very secretive, but word still gets around. Those who have experience in dealing with magic will acquire a reputation and various organizations and powerful individuals will eventually hear about them and may seek to hire them for "interesting" situations.

Individually, the characters are motivated to be in the supernatural world either monetarily (as their primary career or peripherally, such as a writer or journalist writing about the supernatural) and/or driven/obsessed with it (and their day job just finances it or they're already well off).

Characters can range from the Great Gatsby who sleuths on the side, to a prematurely retired Babe Ruth as a wizard, to Doctor Who (it might be best if the Doctor is currently in exile and the TARDIS is confined to earth and only this time period), to Buckaroo Banzai, (no really, you can build and work towards a rich physicist surgeon musician that's also a crackshot), to Tom Swift and his Atomic Zeppelin (Oh, the humanity!), to young Indiana Jones, to Noir Detectives, to flat-out superheroes, to sexy femme fatale spies, to Amelia Aerhardt with a jet-pack, to spoiled, spunky little rich girls looking for thrills, and to old Cowboys and Great War vets along for the ride.

Players are free to write as much or as little background for their characters as they want, just try to be a bit eclectic.


Friday, December 28, 2012

Pulp Fantasy Core--Setting

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

I'd like to issue a quick thank you for the inspiration for these rules.
http://sorcerersskull.blogspot.ca/

The Character Angle
The Group
Character Generation
Chosen Skills
Wealth
Experience
Weapons & Armor
Game Rules
Gun Rules
Vehicle Combat
Air Combat
Naval and Artillery Combat
Sample Adventure


SETTING
This game is the fantasy game with magic and monsters, but transported into the more or less "real world" of the 1920's and 30's (between the World Wars). The characters won't have swords or armor (unless they're magic), but do have guns. The Pulp Supernatural characters also have to live in the "real world," so they have actual jobs or have to take assignments for pay. (Independently wealthy is also an option.) All of the characters also have some sort of connection to the supernatural. From an obvious connection with wizards and their magic, to crackpot scientists and archeologists fascinated with the unexplained, to detectives and adventurous hired muscle who keep getting mixed up in their patrons' weird assignments.

Other modern time periods could work for this game. "Pulp" just happens to have plenty of source material associated with it. It's the modern world, but not all the way and still has plenty of unexplored rough edges. Current technology could be introduced as bizarre, barely functioning prototypes. The pulp world has plenty of tension from the political and economic impact of the Great War, but it hasn't all boiled over into WWII yet. The world still has unknown areas, but scientific advancements have allowed explorers to venture into them. Research the era extensively, or simply play to the common knowledge stereotypes of the period, whatever you're comfortable with. This isn't a term paper after all.

Magic and monsters are real. Elves, goblins, and dwarves live in secret magical kingdoms. Bizarre half-super science/half-magical devices are concocted in mad scientists' labs. Angels and demons vie for men's souls in the battlefield of this mortal existence. Aliens from outer space visit this world. (Hey Refs, don't forget that Barsoom/Mars and Mongo are out there somewhere, awaiting adventurers.)

However, all of this is really, really rare and almost totally unseen by the general population. Even people living next to a supernatural area regard events as legends and simply an as yet unexplained phenomenon. Appropriately, people will freak out in the presence of the real thing, though for the most part witnesses will be shocked into complete silence about any event (or go mad). Few journalists will ever believe them if they do talk.

This is key: All supernatural incidents (monsters and phenomena) are there for a reason. They are not natural to this world and had to either be brought in or have entered for a reason. Discovering this is often the key to dealing with the situation.

Powerful entities such as the government (and foreign governments), the Vatican, large corporations, secret societies, very wealthy individuals, dangerous cultists, organized crime, and a few crackpot scientists may be peripherally aware of the supernatural, but only in terms in of their own spheres of influence. Ultimately, the supernatural can't be controlled, at least not reliably (not that that doesn't stop people from trying anyway). They tend to focus on various aspects, albeit clandestinely, because of the possible embarrassment to their organizations.

Their goals are varied: Vatican (monster and demon hunting, confiscation of forbidden materials), government (suppress dangerous magic, attempt their own research), business (research), wealthy (immortality, personal power), cult (worship), science (often alien technology and magically enhanced technology). Obviously, some of these organizations are at cross-purposes with each other, but since the supernatural is so rare and unreported, it's seldom that they come into conflict over the same incident. (It would have to be a fairly large, obvious incident to draw these forces together at the same time and place.)

Thursday, December 27, 2012

Fantasy Core RPG--With a Deck of Cards, Part 3


Card Based Fantasy Core RPG
(c) 2012 Jerry Harris

Earning Fate:
Only Characters earn Fate. Major Opponents may have Fate, which refreshes after an Encounter.

1 Fate is earned by everyone in the Group for competing an important Task (DM defined).

Any Character defeating any opponent in combat (by whatever means) with a Face card, Ace, or Joker earns a Fate. Regardless of the number of combatants defeated with any one attack, only 1 Fate is awarded for it. All characters attacking the opponent, including putting them at a Disadvantage, all receive 1 Fate.

1 Fate is also earned by Drawing an Ace or Joker using the Suit Table.

Magic:
There is no Spell list. Whatever the caster wants to cast, they can cast. However, Spells are graded and have different Magic costs. Any spell effect lasts for the Encounter (or 10 minutes for a Utility cast out of combat). Any Gamesmanship or extended rules lawyering by the Player in abusing this system causes the spell to fail immediately.

Utility: Any spell that doesn't cause direct damage or directly hinder any opponent. Costs 1 Magic. If used on a group of people, 2 Magic.

Non-lethal: A spell that directly hinders a single opponent and puts them at a Disadvantage for the rest of the Encounter, but does not directly cause damage. Costs 1 Magic. Against multiple opponents, 2 Magic.

Lethal: A spell that directly causes direct damage to a single opponent, up to 5 Heart. Costs 2 Magic. Against multiple opponents, up to 2 Heart, costs 3 Magic.

The caster marks off the cost and takes a Draw. Each opponent effected takes a Draw to try to attack or avoid the effect. A ranged spell or a melee spell and the targets are simply announced by the caster without any difference in cost. However, Fate may only be used with a Magic attack only if used in direct melee or in an exchange of ranged combat attacks. Fate may not be used with in a sniping type of ranged Magic attack.

Magic on self or the Willing (Buff Spells):
The Caster must take a Draw on the Suit Table (see below) for the spell to take effect. Fate may not be used. Only one effect may be in use at one time. Additional Buffs (or Anti-Buff's cast by opponents) will simply cancel each other out. The effect of any Buff should be no longer than 1 Encounter or 10 minutes.

Magic Armor, Items, and Weapons:
Basically any magic effect can be added to an item. Armor can provide an additional buffer to automatic Heart damage or from certain effects like fire and cold. Weapons can automatically provide an additional Draw and certain effects with Face cards, Aces, and Jokers, like decapitation (or 5 Heart damage) or fire damage (+1 Heart damage). Magic items could be wands with stored Magic of a certain kind (like Fireballs), rings (like Invisibility, damage only taken when losing to a Face card and up), and Crystal Balls (Draw on Suit Table to see something specific) and Flying Broomsticks.

Turn:
This is a special Cleric attack against the Undead or Demons. The Cleric takes 2 Draws. Each creature in the Cleric's presence takes a Draw (see below) to try to beat the Cleric's Draw. Neither side may use Fate for another Draw. If the creature fails, it must flee or cower helplessly for the Encounter (up to 10 minutes). If then attacked, the creature is at a Disadvantage for 1 Round and then attacks as normal.

- Low level Undead, such as Zombies and Skeletons, get 1 Draw.
- Medium level Undead, such as Spectres and Wrights, get 2 Draws.
- Powerful Undead, such as Vampires, or Demons, get 3 Draws.

Suit Table:
This is used to determine success for various tasks. The "Partial" result may be used at the DM's discretion.

- Joker, Any Ace-Success, Add Fate
- Heart Card-Success
- Diamond Card-Success (or Partial Success)
- Club-Fail (or Partial Failure)
- Spade-Fail

Stunts:
These are physical non-combat actions or non-standard combat maneuvers. Typically anything not covered by a specific skill, but requires more than average effort to accomplish, or is done in a very stressful environment.

For a non-combat situation, it requires a Draw on the Suit Table. Thieves may use Fate for additional Draws. The other classes may not.

In combat, a Draw is required on the Suit Table. Fighters may use Fate for additional Draws. The other classes may not. If failed, the attack is only a normal attack. If successful, then a combat Draw is made (Fate may used) and if also successful, then the stunt is successful.

Traps:
Where there is a trap encountered by the Group, a Thief in the Group automatically Draws on the Suit Table. Fate use is not allowed. If successful, the Thief has Detected the trap before it has been set off. The Thief can take another Draw and attempt to Disarm it, if desired. Fate may be used in this case. Failure in either case, sets off the trap.

Other classes may only Detect a trap with an Ace or Joker (no Fate), and may not attempt to Disarm it.

Non-Combat Damage:
Some physical traps may be buffered by Armor, but environmental effects (like fire and ice) and falling, always causes Heart damage (generally 1 to 5). A Draw on the Consequence Table may also be appropriate. Common sense should be applied.

Finding Secret Doors:
If there is a Thief in the Group, a Secret Door is automatically found, if the Group states they are searching the area. Otherwise, make a Draw on the Suit Table for the group. Fate use is not allowed, but multiple searches (Draws) can be made.

Other Skills:
Thief Skills and other, unspecified Skills that a Character may have due to their profession, are resolved on the Suit Table. Fate may be used.

If unskilled, a Character Draws on the Suit Table, with no Fate use. They are only successful with an Ace or Joker.

Knowledge:
A Wizard character may attempt to remember a bit of general knowledge about Arcane/Supernatural matters or any other subject. The Wizard takes a Draw on the Suit Table. They may use Fate only concerning Arcane/Supernatural subjects.

The other classes can attempt to remember a bit of general knowledge if it is within their field (Fighters-Military, Clerics-Religion/Undead/Demons, Thieves-Underworld). The Character gets 1 Draw on the Suit Table. Fate may not be used. On an out of field subjects, they are only successful with an Ace or a Joker.

Social Conflict and Contacts:
While the DM and Players should role-play out any social conflicts, when a quick, impartial resolution is desired, simply Draw on the Suit Table for a resolution. Fate may be used.

A Character may also attempt to make a professional contact within their field when desired (Fighters-Military, Clerics-Church, Thieves-Underworld, Wizard-Arcane). Draw on the Suit Table. Fate may be used. Out of field contacts are only successful with an Ace or a Joker, without Fate.

Part 1
Part 2

Okay, there it is.  If you give this a try, let me know how it works for you.  Next up, Pulp Fantay Core rules.

Wednesday, December 26, 2012

Fantasy Core RPG--With a Deck of Cards, Part 2


Card Based Fantasy Core RPG
(c) 2012 Jerry Harris

Combat:
Attack and defense are simultaneous, except for Surprise and Sniping. It doesn't matter who draws first.

Importantly, reshuffle the deck after each Combat Encounter.

Time:
A Round is a complete exchange of attacks by the combatants. An Encounter is a completed Combat where one side is incapacitated or flees the battle. Rest may be taken afterwards so that various stats can be recovered.

Surprise:
If one side is caught by surprise, they are Disadvantaged (as explained below) for a Round.

Sniping:
This kind of attack refers to either a ranged weapon attack or a ranged magic attack, where the attacker is not under direct attack. The combatant making the ranged attack does not suffer any damage if they lose the Round, however they may not use Fate for their attack.

Ranged Combat:
If sides are firing at each other, either with a ranged weapon or ranged magic, it is as a normal combat Round and Fate may be used.

A combatant can't engage in Ranged combat (weapon or magic) if another combatant is engaging them in melee combat.

Asymmetrical Combat/Swarmed:
If attacking more than one opponent or being attacked by more than one opponent, only a single Draw is made by the singular combatant. The other side draws individually to try and beat that single Draw. (Any use of Fate is made after everyone has Drawn once.) A combatant fighting more than 3 attackers is at a Disadvantage (as explained below) to the extra attackers. There can be up to 6 attackers on one defender. Note that any win over multiple opponents counts as winning the Round in terms of a Combat Loss.

Disadvantaged:
If a combatant is surprised, fleeing, disarmed, facing more than three attackers, or under the effects of some trap or magic, they are easier to attack or cause more damage.

Minor Opponent-Can be attacked without losing anything.

Character-Heart damage on any successful attack. 2 Hearts, if Heart damage is called for by the Draw.

Major Opponent-Heart damage on any successful attack. 2 Hearts, if Heart damage is called for by the Draw.

Trump:
A player may keep an Ace or Joker from a Combat Draw (and only a Draw in Combat) and elect to use another Draw, or Fate, or even take a loss. The Trump can then be played at anytime within the game session by the player (but not carried over to another session). Only one Trump may be kept per player. The DM may not take a Trump.

Opponents:
Includes anything from monsters to mastermind villains. They come in two categories.

Minor Opponents are simply common Orcs, cultists, and other various cannon fodder. They may have special abilities and attacks, but are always taken out by a single Combat loss. (But there can be exceptions, such as a Troll that rises again after 1 round, unless attacked with fire or acid.)

Major Opponents should be NPC villains (the ones with names) or special monsters with personalities (like Dragons). They may also have special abilities and attacks, but in addition, they have 2 or more Heart (up to 8 for human-sized, up to 16 for large creatures) and may have Fate (up to 5).

Combat Losses:
The losing side in direct Combat Draw takes some kind of loss. If the loss calls for losing something that the combatant is out of, move to the next item on the list. Certain skills, magic weapons, and special attacks may specify certain types of losses, which should be used instead of this general table.

Minor Opponents are Dropped by any loss.

Characters:
Loss to a # card Absorbed by Armor (if worn)
    Or mark off a Fate or a Magic or a Heart (in that order)

Loss to a Face card or two # losses in a row to the same opponent(s)
   Mark off a Heart or Draw on the Consequence Table
   (Player's choice)

Loss to an Ace or Joker
Mark off a Heart and a Fate (or 2 Hearts if out of Fate)

Major Opponents:
Loss to a # card- Absorbed by Armor (if present)
   Or mark off a Fate or a Magic or a Heart (in that order)

Loss to a Face card or two # losses in a row to the same opponent(s)
   Mark off a Heart

Loss to an Ace or Joker
   Mark off a Heart and a Fate (or 2 Hearts if out of Fate)

Consequence Table:
Draw 1 card. Fate may not be used.

- Heart or Joker-Lose 1 Heart + 1 Fate (Or 2 Hearts if out of Fate)
- Diamond-Lose Armor or 1 Magic/1 Backstab
- Club-Lose Weapon (Disadvantaged until recovered)
- Spade-Lose Wealth and Inventory

If the loss calls for losing something that the combatant is out of, move to the next item up on the list.
Recovery:
After an Encounter is over and the Characters have Rested, they recover all lost Heart, Magic, Backstabs, and Turns. (Cleric Resurrects do not refresh until the next session.) Major Opponents also recover their Fate and any other special abilities.

Saving Throws:
Characters and Major Opponents are allowed to Draw on the Suit Table (see below) if the attack effect of any failed combat Round is either immediate death or 5 or more Heart damage. This includes attacks such as poison, paralysis, petrifaction, dragon's breath, and Lethal Magic.

Death:
Occurs at 0 Heart. Players may narrate their own deaths and shout out or whisper any
prepared Death speeches.

Resurrect:
A Cleric (or other improbable mystic means) may restore a dead character that is reasonably intact. This is only good for up to a day after their death.

Cheating Death:
A Character about to lose their last Heart, and lacking any apparent chance of immediate Resurrection, may take a Drop. The Character retains a Heart, but is incapacitated for the rest of the Encounter and for 1 hour afterward. If the entire Group is knocked out or a Character is left behind, they are at their foes' (and the DM's) mercy. A Major Opponent may take a Drop as well.

Part 1
Part 3

Monday, December 24, 2012

Fantasy Core RPG--With a Deck of Cards, Part 1

Once again, I don't know what I was thinking.  I just suddenly had this idea and wrote it out.  These rules will likely fail in practice, so they definitely need some play-testing.  This isn't under the Open Gaming License, mostly because it doesn't really have anything to do with it (or Fantasy Core for that matter).


Card Based Fantasy Core RPG
(c) 2012 Jerry Harris

This set of rules is meant to replace dice in D&D with an ordinary set of playing cards. This change hopefully makes for a more fast-paced game. Parts of the game have been simplified, but there has been a strategic element added to the randomization. While these rules could be used for a continuing game and any situation, they lack character means for customization and advancement. They may probably be best used for short campaigns or even a single session.

Card Deck:
A normal set of playing cards complete with a Joker.

Card Rank:
Joker, Ace, Numbers, then by suit-Heart, Diamond, Club, Spade.

Character Creation:
Players choose between four classes, each having different abilities. Then a single card is Drawn. The value (Number = #, Face = 11, Ace/Joker = 12) can be added to increase certain stats up to the maximum or placed in the Fate stat. Reshuffle the Deck for each character. For any succeeding sessions (assuming the Characters are starting out from a place where they have taken an extended Rest), this Draw is performed again to add to the stats. (Fate can not be used change this Draw.)

Fighter
5 Heart, may be increased to 8
May use Armor
Takes two Draws in melee combat
May use Fate on Combat Stunts

Wizard
5 Heart, may not be increased
5 Magic (Utility, Non-lethal, and Lethal spells), may be increased to 8
Knowledge Skill

Cleric
5 Heart, may be increased to 7
May use Armor
Takes two Draws vs. Undead or Demons (including on a Turn attempt)
1 Turn (Causes Undead and Demons to flee), may be increased to 2
2 Magic (Limited to Utility and Non-lethal spells vs. a single opponent), may be increased to 5
1 Resurrect (Brings dead characters back to life), may be increased to 3

Thief
5 Heart, may not be increased
Takes 2 Draws for Ranged Attacks
1 Backstab (Bypasses Armor to Heart damage, 2 Hearts to non-armored), may be increased to 3
Thief Skills: Stealth (sneaking and hiding), Climbing Sheer Surfaces, Detecting/Disarming Traps,
   Picking  Locks, Picking Pockets
May use Fate for Non-combat Stunts

Heart:
This represents the Character's health. At 0, the Character is dead (though possibly not forever). Lost Heart is fully restored with a Rest period.

Fate:
This is simply an additional Draw on the Deck to try and better the result. Where Fate cannot be used is noted in individual situations. More can be earned during the game.

Other Character Abilities:
Used Magic, Turn, and Backstabs are fully restored with a Rest period. The number of Resurrects, however, are for the entire game session, not the game day.

Inventory:
Standard Gear-Bedroll, Backpack, Torch, Tinder and Flint, Rations, Waterskin, 1 Melee Weapon, 3 Wealth.

Fighter: Add Armor and one additional Weapon (melee or ranged)
Wizard: Add Spellbook, Parchment, Quill and Ink
Cleric: Add Armor and Holy Symbol
Thief: Add Ranged Weapon, Thief Tools

(Note: This game does not deal with encumbrance or nitpicky resource consumption. Simply use common sense judgement.)

Situational Item Draw:
If something specific is needed for a situation, the group can make one Draw on the Suit Table to see if they have it among them. Fate may not be used. If successful, the item is added to a Character's Inventory. (Again, use common sense in application.)

Money:
Generally, Wealth is coin that the Characters are carrying, up to 10. Common items are usually 1 Wealth up to 5 for more expensive items.

A Hoard is a large amount of treasure, such as in a treasure chest, an expensive jewel, or a dragon's lair. It will require addition means in order to be transported and/or be difficult to convert to Wealth. This can be used for very expensive items and investments, such as magical items, magic research, and building a castle.

Part 2
Part 3

Off for Christmas.  I'll be back Wednesday.

Friday, December 21, 2012

Fantasy Core RPG--Variant Classes Continued


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.

Spiritualist, Medium, Gypsy Fortune Teller
--------------------------------------------------
- HD d6
- Fight as Wizard
- Save as Wizard
- Weapons: Simple only, probably only a dagger
- Armor: None
- High Int
- Only has these wizard spells: Comprehend Languages, Detect Secret Doors, Identify, Detect Thoughts, Locate Object, Clairaudience/Clairvoyance, Scrying, Sending, Telepathic Bond, Legend Lore, True Seeing, Discern Location. 
- Will own a special magic focus item, like a crystal ball or amulet, which is needed to cast these spells. Int bonus + 1/2 level vs. DC 12 to use any of these spells, but limited to only 3 failures/day before the medium is unable to cast further spells.
- The best are usually employed by high government officials and rich nobles as political and personal advisors. Lower level mediums sell their services independently, 50 gp/service x level. They often live above their means, sponging off foolish rich patrons, and hanging out with their bohemian friends.  Authentic gypsy fortune tellers (as opposed to the multitude of fakes that abound) are revered members of their tribes.  They have specialized in divination spells without learning others, but might have the Curse spell available to them.
- Up to 5th level, these are not fully trained magic users.
- With 2 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest.

Merchant
-----------
- HD d6
- Fight as Wizard
- Save as Wizard
- Weapons: Simple only, likely owns a sword
- Armor: None to leather
- High Int and Cha
- Skills: Fast Talk and Haggle. Add 1/2 level + 1 to ability bonuses.
- Business, Noble, and Underworld connections
- Fence and acquire stolen, forbidden, or rare goods. DC 12 to 18 depending on goods involved. 1/2 level + Int Bonus. 50% markup on rare acquisitions, and at least a 50% cut on illicit fenced goods. (The thieves guild actually offers a much better rate, but will always want favors in return.)
- Up to 10th level

Assassin
----------
- HD d6
- Fight as Thief
- Save as Thief
- Weapons: Whatever is necessary.
- Armor: None
- High Int and Dex
- Stealth, Fast Talk, Disguise, Charm, and Poison use skills.
- Assassination: The assassin is not normally trying to physically attack their target in melee. They just to need to get close to them or use somebody else (wittingly or unwittingly) to make the attempt. They will use whatever means necessary to accomplish the kill: sniper shot, food poisoning, alchemy device, poison needle ring, acid in the bath, garroting them while they're sitting on the loo, etc.
- Whenever the actual attempt is made, Int bonus + 1/2 level vs DC 12 lower level victim, DC 18 equal or higher level. That DC should also be highly dependent on how well-planned and plausible the plan is. On success, the victim is killed (or hideously scarred or embarrassed in public, whatever the desired effect). On failure, the victim may still take damage, but not in the desired way. Assassins will carefully study their target, make a plan, and will normally only make a single attempt (and might be caught either way).
- Professional assassins are very expensive. 100 gp/level victim x the assassin's level. Usually 60% down, the rest on successful completion. Most are freelancers attached to a thieves guild referral service (who also charge a fee. The amount depends on what the client looks like).
- Up to 10th level. (And that 10th level guy is one scary Mother F'er.)

Nobility
---------
- HD d6
- Fight as Thief
- Save as Wizard
- Weapons: Simple only, but likely trained with rapier and bow
- Armor: None to leather
- High Cha (though they may be a bore) and Int (though they may be a dullard).
- Personal skills: Fast Talk, Haggle, Charm, Intimidate (psychologically)
- Noble connections (and rivals) and probably has access to lots of money
- Up to 10th level

Court Performer (Jester)/Circus Performer (Acrobat/Animal Tamer)
----------------------------------------------------------------------------
- HD d6
- Fight as Wizard (though see below)
- Save as Ninja
- Weapons: Simple only, though a tamer would be good with a whip and a juggler or knife thrower would be good with throwing daggers.
- Armor: None
- High Dex, Int, Wis, and Cha.
- Performance skills: Acrobatics, musical, animal tamer (Wis bonus + 1/2 level), Fighter BAB with performance weapon.
- Professional travelling entertainers charge admissions for open performances and extravagant prices for command performances. Jesters are on a fairly generous salary, given that they're potentially a bad performance or a wrong word away from a beheading.
- Up to 5th level

Torturer/Executioner
-----------------------
- HD d8
- Fight as Fighter
- Save as Paladin
- Weapons: Simple only, though battleaxe is preferred
- Armor: None to leather
- High Str and Int
- Torture ((Int Bonus + Wis Bonus)/2) + 1/2 level and Intimidation ((Int Bonus + Str Bonus)/2) + 1/2 level skills. Can automatically kill hapless human-ish opponents.
- Typically 50 gp x level per service, though most are simply on retainer or salary by the government, but might be willing to take a side job.
- Up to 5th level

Scholar/Sage
---------------
- HD d6
- Fight as Wizard
- Save as Wizard
- Weapons: Simple only
- Armor: None
- High Int
- Scholarly Knowledge: Int bonus + 1/2 level vs DC 12 for most questions (day's research), DC 18 for only the most specific or esoteric (week's research). May require transit to special libraries or access to specific books or items to do the research. Do not roll if the scholar's knowledge is crucial to a story, just make it difficult to get. Charges start at 50 gp x level for relatively simple, 100 gp x level + expenses for high-level research.
- Up to 10th level


That’s it for the rules up to this point. I’ve made a couple of changes. Gossip/Rumor and Respect skills have been expanded in the Title Level Advancement Section. In the Rules-Damage section, I’ve added Environmental damage and an optional rule for Energy Draining.


Bluntly, I’ve never liked the traditional level draining. It’s too much in-game editing of your character, and it’s a metagaming mechanic that makes the concept of Hit Points look almost realistic. What I originally wrote probably doesn’t make the various undead creatures dangerous enough, so this option should rectify that.

Next up is a set of RPG rules that use a deck of cards instead of dice.

Friday, December 14, 2012

Fantasy Core RPG--Variant Classes


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.


Variant Classes
------------------
These classes are more possibilities for NPC classes. These aren't fully developed since they probably wouldn't be useful as player characters, perhaps only useful in a limited setting. As NPC's they could provide interesting interactions with the players. These are really only presented here to encourage experimentation.


Healer/Missionary
--------------------
- HD d6
- Fight as Wizard
- Save as Wizard
- Weapons: Simple only, perhaps only a staff, if that
- Armor: None
- High Cha, Wis, and Int
- Has the paladin's first aid skill, healing (+1/day), and other paladin spells (lower DC's to 10 and 16 on encounter and daily powers respectively). Also has an enhanced charm ability (Cha Bonus + 1/2 level +1).
- Immune to fear, charm, and disease effects.
- Up to 10th level (Saint)


Pirate/Sailor
--------------
- HD d8
- Fight as Fighter
- Save as Thief
- Weapons: Simple only, usually rapiers and crossbows
- Armor: None to leather
- High Dex, officers will have high Cha and Int.
- Skills: Pick Pockets and Locks, Acrobatics, Climb, Haggle, and Intimidate (physical (Int bonus + Str bonus)/2). Officers have Charm and Intimidate (psychological (Int bonus + Cha bonus)/2). Sailing skill (Int bonus + Wis bonus)/2 + 1/2 level.
- Up to 10th level. Petty Officers start at 5th level, Officers at 7th, Captains at 8th, Admiralty at 10th. Pirate Captains are usually 7th level and are the only officer abroad a pirate ship.


Thug
-------
- HD d8
- Fight as Fighter
- Save as Ranger
- Weapons: Simple only, favor clubs and short swords
- Armor: None to leather
- High Dex and Str
- Stealth skill and Sneak Attack ability
- Up to 5th level


Cat Burglar/Spy/Courier
----------------------------
- HD d6
- Fight as Wizard
- Save as Thief
- Weapons: Simple only, usually dagger and pistol crossbow
- Armor: None
- High Int, Dex, Wis, and Cha.
- Skills: Add 1/2 level + 1 to ability bonuses. Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items), Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Acrobatics (Balancing, jumping), Climb, Fast Talk, Disguise, Charm
- Obviously this character class favors theft by skill than force. They will typically spend much of their time planning a caper before attempting it. Their services are available for sale. It varies by task, but usually a base amount multiplied by their level. They are generally freelancers, taking referrals from a thieves guild.
- Spying involves intelligence gathering, rather than theft. Courier service is for transporting highly classified messages or valuable or dangerous items in a confidential manner.
- Up to 10th level


Highwayman
---------------
- HD d8
- Fight as Fighter
- Save as Ranger
- Weapons: Any, favor longswords and longbows
- Armor: None to leather
- High Dex and Str.
- Skills: Detection (Traps, ambushes), Stealth (Hiding, sneaking), Intimidate
- Up to 5th level (Bandits who stay in the game too long tend to get hanged)


Gladiator
-----------
- HD d10
- Fight as Fighter
- Save as Fighter
- Weapons: Any, usually has a preferred weapon
- Armor: None to leather
- High Str and Con.
- Scores x 2 max damage on a natural 18 and up.
- Up to 5th level (if they're lucky)


I'm off Monday through Thursday of next week, but I should be back Friday with more posts.

Thursday, December 13, 2012

Fantasy Core RPG--Permanent Demonic Pacts


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.

Permanent Demonic Pacts
-----------------------------
The truly dangerous spellcasters are the ones who become monsters. The Wizard Council and paladins will immediately hunt these creatures down wherever they are found to exist.

While you can simply use standard monster stats, I'd suggest individually crafting them, picking unique powers, stats, and spells.  Also, do not accept this list as comprehensive nor authoritative.  There are many other differnet traditions for these creatures, please exploit them.  For example there are Nosferatu vampires, vampires with capes, vampires that sparkle in sunlight, vampires that are OCD about counting, and vampires with a fetish for breakfast cereal.  (Or other examples that are much less ridiculous.)   

(Sidebar: In the Macedonian tradition, millet grain is put in the coffins of the dead suspected of being vampires.  They will compulsively start counting the grain and that keeps them busy indefinitely.  Connecting the dots, this means that The Count from Sesame Street isn't obsessed with helping children learn about numbers, it is simply an aspect of his undead nature.)

Lycanthropy (Werewolf)
---------------------------
- HD 4d8, BAB +4, AC 14 * see below, Fort +4, Ref +4, Will +4
- Damage Claw (or wolf-bite) 2d4
- Up to 2nd level spells in human form. Will take full wolf or man-wolf form under full moon to feed.

A low-level warlock or witch allows themselves to be possessed by a demon, which wants to feed on human flesh. These are usually those who have unwisely attempted forbidden spells at a low-level of experience and gotten themselves possessed in the process. Higher level magic users are generally smart enough to not be taken over so easily. Of course, homicidal maniacs or those hysterically seeking vengeance may willingly seek out the possession. There are those rare individuals born with the shapechanging ability (a supernatural conception of some sort). They are not necessarily malevolent and may have much more arcane power. A prince of werewolves, a powerful warrior and wizard, may actually be a ruler and hero to those under his protection.

They are invulnerable to normal damage, but can be hurt by silver and magic weapons. They are not undead, nor immortal, but are very powerful. Under each full moon, they are compelled to cast a spell to take the form of an animal (such as a wolf, but other types are possible), requiring the hide of the animal, an enchanted oil, and a ceremony. The caster becomes the animal for the duration of the spell, without any human intelligence. They will lose conscious memory of their actions while in animal form. While in animal form, they must feed on human flesh to maintain their abilities. Evil witches and warlocks often run in a pack with other so infected members of their coven.

Lichcraft
----------
- HD 10d12, BAB +5, AC 19 * see below, Fort +3, Ref +3, Will +7
- Damage Claw 1d6 and -1 level XP
- Up to 5th level spells (and beyond).

A high-level warlock uses forbidden magic to become a skeletal undead and thus immortal. Its soul is contained in a small object, a phylactery. They cannot be permanently killed as long as their soul object is intact (they will reform within a day). They mostly shun human contact and work through intermediaries. This procedure is usually done to allow the warlock an unlimited amount to time to study the arcane and work on long-range plans. They are immune to normal weapons. Those drained to 0 XP by their touch become permanent thralls of the Lich. Liches may keep thralls by HD equal to their own HD in service.

Mummy Wrapping
---------------------
- HD 8d12, BAB +8, AC 19 * see below, Fort +4, Ref +2, Will +8
- Damage Slam 1d12 and -1 level XP
- Up to 4th level spells.

A fallen paladin cult leader near death uses forbidden magic to become undead and thus immortal. Its soul is contained in a small object, a Ka. They cannot be permanently killed as long as their soul object is intact (they will reform within a day). They mostly shun human contact and work through intermediaries.

Ancient holy men used this procedure to eternally protect a tomb or temple or such, some with the possibility of being roused in the future to rule, in which case a cult may be servicing the mummy's abode. The modern practitioner has hopes of being an eternal king. They will wear golden masks and such to hide their appearance. They are immune to normal weapon damage. Magic weapons and fire do full damage. Those drained to 0 XP by their touch become permanent thralls of the mummy. Mummies may keep thralls by HD equal to their own HD in service.

Demon Knighthood
-----------------------
- HD 9d12, BAB +9, AC 18, Fort +6, Ref +3, Will +6
- Damage two-handed demon sword 1d12, causes maximum damage on a hit with a natural 16

A fallen paladin turned to an immortal armored undead skeleton. They endure this rite because they were close to death anyway and are desiring eternal vengeance, or have been otherwise corrupted. These are powerful warriors with a demon-possessed magic sword (their armor and sword disintegrate upon defeat, or alternately the Ref may allow foolish player characters to attempt to use them and have to fight off constant attempts by the items to corrupt them).

Physical death turns them into a spirit, until they reform into a demon knight again in 24 hours. Consecrating their remains in a holy shrine is only way to finish them. They can actually be harmed by normal weapons and cannot cast spells. There are rumors of a shadow Circle of Elders who command the demon knights, whose true motivations and goals are unknown.

Vampirism
-------------
- HD 8d12, BAB +8, AC 17 * see below, Fort +6, Ref +4, Will +6
- Damage Slam 1d6 and -1 level XP
- Up to 4th level spells.
- Most vampires also have individual banes and abilities, like turning into a bat or repulsion to garlic, but it varies from one to another.

A sorcerer, warlock, or fallen paladin allows themselves to become possessed by a nocturnal demon with a blood fetish. Likely this rite was enacted because their bodies had been damaged by dangerous spell use. They become undead and immortal, and also physically renewed and un-aging. They are required to drink human blood every night to maintain their immortality. They are destroyed by sunlight and by other means, and can be hurt by magic and silver weapons, but are invulnerable to normal damage. They also drain XP with each hit. Those drained to 0 XP by their touch become permanent thralls of the vampire. Vampires may keep thralls by HD equal to their own HD in service.

Succubi (f)/Incubi (m) Inhabitation
--------------------------------------
- HD 6d8, BAB +6, AC 16 * see below, Fort +6, Ref +6, Will +7
- Damage Claw 1d6 or by weapon
- Charming DC 18 Will sv, will do the demon's will for 1 turn if used on an unsuspecting victim, but only 1 rd in combat
- Soul-Draining Kiss -1 level XP, can only be used on charmed victims, if used in combat, the demon and victim are both helpless while engaged.
- Up to 3rd level spells.
- Has ethereal wings.

A witch or wizard fully possessed by a lustful demon, using their host body for sex. This rite was enacted to fulfill an obsession the caster already had. They are not actually undead, but are immortal, so long as they have daily sex (with an energy drain). They are un-aging and perfectly beautiful with a powerful charming ability. They drain XP with each sexual encounter, which often kills the partner. They are invulnerable to normal weapons, but can be hurt by magic and silver weapons. They are rivals with vampires, as they both feed on the same stock. Sex demons don't keep permanent thralls, in fact they won't have sex with the same person twice.

Haunting Spirit (Oriental Setting)
-------------------------------------
- HD 10d12, BAB +5, AC 19 * see below, Fort +7, Ref +7, Will +7
- Damage touch 1d6 and -1 level XP
- Up to 5th level spells (and beyond).
- Flight and invisibility/intangibility (they cannot attack while in this state).

A high-level evil shaman may voluntarily transcend physical existence to haunt an area as a ghost (or may be haunting the place of their death). They have full powers and will be invulnerable to physical attack (but not magical). They drain XP with each hit. They do not keep thralls. Ghosts are cunning, but are nearly mindless in their rage to haunt. To deal with a ghost, they must be defeated (0 hp) and their haunt consecrated. Given their nature, they usually have to be baited and trapped to remain tangible long enough to be defeated.


Wednesday, December 12, 2012

Fantasy Core RPG: The Warlock

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index


The Warlock (Oath-Breaker)
These are the users of Forbidden magic.  They may or may not still have their sanity.  They have been trained by and later left the Order of Wizards.  Low-level
Warlocks are normally hunted down, perhaps reformed.  High-level ones are more problematic as they may be part of the Wizard Council and their activities well hidden (with many loyal apprentices).  The Council may even negotiate an arrangement with renegades of the highest-level, rather than confront them. 

Warlocks are usually desperate for more magical knowledge, items, or looking for sacrifices.  They may be young and foolish wizards adventuring to find more power.  Or, they might be recluses delving fanatically into research, paying others to do the legwork.  Or even just plain nuts, who have snapped from what they've learned.  They are dangerous if provoked or if their whimsical desires are being actively thwarted.  They may have permanently summoned monsters and undead in their service.

A 10th level Warlock may have Wizard apprentices up to 4th level.  It’s unlikely they would teach them to be any more powerful than that. 


Tuesday, December 11, 2012

Fantasy Core RPG: The Fallen Paladin

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index

The Fallen Paladin
(Heretic, Blackguard, Death Knight, Anti-Paladin, Cult Priest)
Low level Paladins are typically always obedient and faithful.  It's the higher-ups (6th and up) that may go mad or become greedy and obsessed with power.  Fallen Paladins require excommunication with extreme prejudice.  These Paladins likely also have an assortment of Wizard spells at their disposal, along with servant Undead creatures.  10th level Fallen Paladins may even have permanently summoned demonic pets (gifts from their supernatural benefactor).

They go by different names depending on their mania: Heretic (secretly preaches blasphemy abroad or within the Circle of Elders), Blackguard (sold themselves out like a mercenary), Death Knight (serial killer), Anti-Paladin (serial killer of other paladins).  Some Fallen Paladins may become Cult Leaders.  Many Paladins already have a fan following.  This just takes it to the next level.  Cult Leaders typically has some sort of master plan for themselves, their followers, and anyone with whom they disagree.  

Supernatural Pact
To become a Fallen Paladin, they must make a Pact with a supernatural entity, who is likely quite malevolent.  This allows them to gain the Arcane power that they desire, along with other abilities.  Their stats remain the same.  They also advance as Paladins with the same HD, BAB, and Saves.  The Fallen Paladin’s powers are detailed below. 

Arcane Spellcasting
Fallen Paladins gain spellcasting abilities equal to a Wizard of the same level and advance the same as they.  They have the same 3 failures/encounter restriction and figure their Spellcheck the same.  They are able to cast Non-Ceremony spells while wearing their armor, due to their martial training and Str and Con abilities.  For Ceremony spells, they must be unarmored. 
However, they will start off without a spellbook and will not have automatic access to new spells with higher levels.  Since they probably have a low Int score, their spellcasting ability is likely not very good, especially with high-level spells.  At 10th level, they are not able to convert XP to improving their Spellcheck, nor can they cast above 5th level spells.

Unholy Weapon
Instead of their Smite ability, Fallen Paladins gain a magic weapon (of their choice).  The Bonus for the weapon is equal to ½ their level (up to +5), and it improves as they gain levels.  Paladins struck by the weapon are also Stunned for 1 rd, in addition to damage. 
It is possessed by minor demon.  Anyone else handling it must make a DC 18 Will Sv to be temporarily taken over by the weapon for 1 turn/encounter.  Making the Save, allows one to control the weapon, but its enchantment will only be +1.  Failing three Save attempts, the handler becomes a permanent thrall of the weapon.  


Immunities: Fallen Paladins are immune to fear and charm effects.
First Aid: A Fallen Paladin knows how to apply first aid to heal the wounded (though it’s unlikely they would ever do so).

Paladin Spells:
Fallen Paladins use their Wis bonus + ½ level to cast these special spells.

Encounter Spells: May be attempted once per turn/encounter, DC 12 to cast.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Command Undead: Undead creature obeys your commands for 1 turn/encounter. 1 HD/level. (Will Sv) Forbidden spell.
Darkness: 20-ft. radius of supernatural shadow. 1 turn/level.
● Demonic Charm: Any demonic, undead, or summoned creature permanently cannot attack the Fallen Paladin.  Must have less HD than caster.
● Detect Magic: Detects spells, magic items, and magic creatures within 60 ft.
● Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level.

Daily Ceremony Spells (DC 12): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
Animate Dead: Creates undead Skeletons and Zombies 2/level. Can permanently control up to 4 HD/level undead total. Forbidden spell. Requires corpses or full skeletons.
● Commune: The Fallen Paladin’s patron entity answers one simple question. 
● Summon Monster: Calls extraplanar creature to fight for you for 1 Turn/Encounter.   Forbidden spell.  The level of this spell is equal to the highest level they can cast.

Daily Ceremony Spells (DC 18): May be attempted once per day. Requires 1 turn to cast. Lost for the day if interrupted.
Create Undead: Creates 1 Ghoul, Shadow, Wraith, Spectre, or Wight.  Can permanently control up to 4 HD/level of undead total. Forbidden spell.  Requires a human sacrifice (willing or unwilling) and 100 gp/HD in materials.

● Unhallow: Designates a location, such as a building, as unholy for 1 day.  They add +2 to Ceremony spells and +2 to other Spellchecks.  Paladins lose their Smite ability and any other Divine abilities while inside.  Celestial entities may not enter.


Monday, December 10, 2012

Fantasy Core RPG: Witch Doctor/Village Shaman

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index

The Witch Doctor/Village Shaman
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Spell Level Limit
1st
+0
+0
+0
+2
1
2nd
+1
+0
+0
+3
1
3rd
+1
+1
+1
+3
2
4th
+2
+1
+1
+4
2
5th
+2
+1
+1
+4
3
Description: These are the types of Wizards found in barbarian areas or among humanoids.  They may be tribe or clan leaders, or close associates of the leader.  For the most part, they are motivated by helping their people and keeping their personal status secure.  They typically have a hodge-podge of Wizard spells and are always very desirous of acquiring more. 
Their power may be innate Arcane or Divine with a supernatural Pact providing additional abilities.  They are ill trained with smattering of talent and a few traditions and maybe an elder to guide them.  But, they are highly motivated to become proficient in the craft (likely under pain of death). These primitive spellcasters will highly jealous of anyone displaying more magic skills than themselves.
Hit Die: d6.
Prime Abilities: Int and Wis.
Subprime Abilities: Str and Con.
Weapon and Armor Proficiency: Witch Doctors and Shaman are proficient with primitive daggers (50% chance to break on max damage), clubs, short bows, darts, and staves. They typically do not wear armor or use shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, spell scrolls, hide parchment, quill and ink, fetish bag, dagger or staff.

Spells
A Witch Doctor or Shaman starts with a precious collection of spell scrolls, likely legacy items from their predecessors.  Their starting spells would be sparse and random.  Figure 1 + 1d4 0-level Wizard spells plus 1d6 1st-level spells.  As they rise in level, they would understand more of the scrolls the tribe owns, perhaps 1d4 2nd and 1d4 3rd level spells. New spells would have to be bought, bartered, found, or stolen.  The spellcaster must copy the acquired spells on to scrolls and practiced before being used in the field. Assume a day per spell.

Spellcasting
Witch Doctors and Shamen know a handful of spells, but they are pretty good at casting them.  They may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 10 + Spell Level. (Cantrips are DC 10.)  With 3 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell level that they can cast.  A spellcaster must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is immediately suspended until the caster has had 1 turn of rest.  A Saving Throw against a spell has a DC of 12 + 1/2 caster level

Witch Doctors or Shamen will cast Forbidden Spells without any ethical concerns.  They cast Ceremony spells as Wizards.  They may attempt Ceremony spells over their Spell level, but will likely need a sacrifice to have any shot at it working.  There is the possible loss of Wis points from blowing such spells.

Special Spellcasting Abilities
Witch Doctors or Shamen also innately have these supernatural abilities.  Use their Wis bonus + ½ level to cast them.

First Aid: They know how to apply first aid to heal the wounded.  (Not actually a spell, but a skill.)
Magical Healing: They may fully heal all hp damage Wis bonus x a day, including themselves and those below 0 hp, but not yet dead.

At Will Spells: (Does not require a casting roll.)
● Detect Lies: Detects knowingly told falsehoods. 
● Detect Magic: Detects spells, magic items, and magic creatures within 60 ft.
● Detect Poison: Detects poison in one creature or object.
● Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/level.
● Light: When cast on an object, it shines like a torch.  Can only have one such object active at a time.  Lasts 1 turn, but may be dismissed at will.

Encounter Spells: May be attempted once per turn/encounter, DC 12 to cast.
● Gentle Repose: Preserves one corpse. Permanent.
● Neutralize Poison: Detoxifies venom in or on subject.
● Remove Disease: Cures all diseases affecting subject.
● Remove Fear: Suppresses fear in a subject for 1 turn/encounter.

Daily Spells: May be attempted once a day, DC 18 to cast.
● Break Enchantment: Frees subject from enchantments, alterations, curses, and petrifaction. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
● Commune: Deity answers one simple question. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.

● Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster.

Hovering over the self-destruct button


The NFL's popularity has more-or-less eclipsed that of all other sports combined. (Of course, most sports fans are fans of more than one sport.) This isn't news. All of the major TV networks partake of the NFL. It is in fact what makes them major networks. Even natural disasters like Hurricane Sandy are momentarily ignored to get a game in in New Jersey. Other natural disasters like the Democratic National Convention might cause the Opening Night of the NFL to be moved up a day, but that was only to curry political favor.

Almost the entirety of national sports talk radio revolves around the NFL. The sport has it's own network (such as it is). There is an unknowable amount of income redistribution involved each week in all forms of betting associated with the game. Events that occur in-game and out of game involving NFL players are national news. No other sport is going to significantly diminish the NFL. No other televised event is going to compete with the NFL. Nothing.

That's why it keeps teetering on the verge of self-destruction. It's what happens to everything that reaches it's full potential, from nations to individuals. Why does Caesar Augustus arbitrarily limit the size of the empire only to set the stage for collapse later? Who decides "that's all, no further?" Why can't a sport just get successively more popular? Who knows?

What I do know is that it happened to the MLB. A lethal series of labor/ownership disputes culminating in the cancellation of the 94 World Series killed the sport's popularity. (Yes, there have been other problems.) While the NFL was more popular well before this, baseball was not looked down upon as it is now. I personally totally resent the unspoken current belief that baseball is somehow a kid's game that one outgrows before moving on to more serious "adult" sports. (That would actually describe soccer, by the way.) The MLB somehow learned from its mistakes and hasn't had a problem since, but it's too late now to regain its prestige. (I say "somehow." They damn near had a stoppage in 2001, after 9/11, after one of the best World Series ever. Almost happened again the next year, until Angel fans of all people, threw a small riot right before it happened, sending both sides back to the bargaining table.)

Is the NFL really trying to destroy itself? Well let's see. Last year there was a pointless lockout. What was that about? Who won? I remember sports talk radio becoming increasingly nervous as it dragged on. They might have had to start talking about other sports!

As the season started and then wore on, there was only one topic of discussion: Tim Tebow. The only object of this attention was assassination because of his faith. Whatever quality his skills as a quarterback were, all he did was lead his team into the playoffs and a first round victory over the Steelers. All this government/media complex Agenda against him did was get him run out of town and piss off Christians. I get a bad taste in my mouth over the NFL just thinking about it.

Oh, and then the concussion scandal in the off-season. Why, all these players hitting each other might be an unhealthy lifestyle. Gee, we should all feel really bad about watching football because we're watching these guys brain damage each other. Now the league is facing lawsuits from former players (the current players wouldn't dare). I'm not sure what the basis of the suit is other than the NFL has a lot of money. It's not like these guys didn't know this was a potentially dangerous sport, and the league has made safety improvements over the years. Personally, I think these players should sue each other. The league didn't give them a concussion, other players did.

What do we start this season off with? Another labor dispute. This time with the referees. Everybody got a bug up their ass about the "integrity of the game," and "player safety." These are two items at the bottom of the list of reasons why they watch the games. To be blunt, I couldn't tell the difference between the replacement refs and the regular refs. A bunch of lousy judgement calls and non-calls over unenforceable/indecipherable rules that decide games. I've questioned the "integrity" thing for years. It's probably just me. Ever noticed that with ever increasing replays during the game, calls are still blatantly gotten wrong? One has to question the real purpose of replay. At least it generates CONTRAVERSY, the almighty goal of the media.

Then there was the murder/suicide last week. I'm not going bother with any of the details of the incident. After all, they still played the game the next day since the guy wasn't famous. Somehow this was blamed partly on concussions before Bob Costas, showing himself to be a true tool of the Agenda, made a political rant out of it, basically decrying the Second Amendment. Whatever the merits of the argument, was a half-time show the place to do it? Polarize your audience some more. Nicely done.

Let's start discussing major rules changes to help lessen concussions. Float out some trial balloons on eliminating kick-offs. Let's open Pandora's Box to fundamentally changing the game. But that doesn't matter. Let's break down the three classes of football fans.

The Old Fashioned: They actually watch the games and root for their favorite teams to win.

Traditional: They're watching the ticker and only care about the results for the points spreads and wins and losses in their office pool.

Modern: They're watching NFL Red Zone. Winning and losing and the score only vaguely matter. They only care about player stats for their fantasy teams.

With these kinds of fans, the format of the game is irrelevant. Good ahead and change it all you want.

Now there's some kind of vehicular manslaughter case involving the players this weekend. Gee, I wonder what Bob's hard-hitting rant will be this Sunday. Maybe something about Global Warming and how people need to stop driving cars. Let's use football as a vehicle (pardon the pun) for promoting all sorts of causes, like wearing pink to show our solidarity with gay marriage. It's great to see NFL players "come out of the closet," so to speak. . . What? Breast cancer awareness? Really? Well, I wasn't aware of that. Learn something new everyday.

What was the point of all this ranting? Let me tell you: Everything except the games themselves! That's what the NFL has totally become, everything but the games! Even the Superbowl is all about the ads and the parties. The teams participating are irrelevant to most of the people watching. I remember a radio host actually saying last year, "Thank God for Tebow, otherwise there'd be nothing to talk about this season." Yeah, there's plenty of buzz surrounding the NFL, none of it involving great performances on the field every week. They can't improve the sport. They can't make it more popular. The only thing left is to destroy it. Are the self-destruct warning bells going off for you now?

Friday, December 7, 2012

Fastasy Core RPG: The Gypsy

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index


The Gypsy
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+0
+2
+2
2nd
+2
+0
+3
+3
3rd
+2
+1
+3
+3
4th
+3
+1
+4
+4
5th
+3
+1
+4
+4
6th
+4
+2
+5
+5
7th
+4
+2
+5
+5
8th
+5
+2
+6
+6
9th
+5
+3
+6
+6
10th
+6
+3
+7
+7
Description: The Romany are clans of insular, travelling of traders and entertainers.  They will typically settle in an area for a while before wearing out their welcome.  Their reputations as thieves and entertainers makes them distrusted and desired company at the same time.  Rightly or wrongly they are blamed by the locals for any misfortune in the area.  They are notorious flirts, yet haughty and prideful.  Gypsies are at all times passionate in love and in family, and in revenge if either are thwarted or threatened.  A clan can be invaluable allies if defended or helped, and a deadly foe if harmed.  An attack on one is an attack on all, with revenge usually taking the form of an indirect assault on a person, their friends, family, reputation, or prized possessions.
Hit Die: d6.
Prime Abilities: Dex, Int, Wis, Cha.
Subprime Ability: Con.
Weapon and Armor Proficiency: Gypsies are proficient with daggers, clubs, light crossbows, short bows, rapiers, spears, and short swords. Gypsies do not wear armor.  They favor flashy, garish clothes, probably showing an immodest amount of skin.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 4 useful items (likely stolen), Thief tools; dagger and light crossbow with 20 bolts.

Gypsy Thief Skills: The Gypsy adds 1/2 level + ability bonuses to attempts.  In general, figure DC 12 for difficult tasks or against someone of equal or less HD; DC 18 for very hard tasks or higher HD.  
(Dex + Int + Wis)/3: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Pick Pockets
(Dex + Str)/2: Acrobatics (Balancing, jumping), Climb
(Cha + Wis)/2: Charm, Negotiate, Intimidate (Psychologically)

Mounted Charge
A successful mounted attack by a Gypsy using a spear at a full gallop causes maximum damage + Stun 1 rd.  Only one charge attack may be made per rd, and a charge requires one rd of gallop first and enough distance to get up to speed.  The Gypsy will automatically have the initiative in the attack as long as they have the longer weapon. (Gypsy warriors seldom ride around with spears unless they are defending their caravan from an attack, but they do practice the skill frequently in contests.)
Mounted Archery
A mounted Gypsy may make a ranged bow attack with their full BAB. 

Animal Handling
Calm Animals: Wis Bonus + ½ level vs. DC 12, Calms (2d4 + level) HD of animals. (Will Sv)
Charm Animal: Wis Bonus + ½ level vs. DC 12, Makes one animal your friend. Lasts 1 day or 1 encounter.  (Will Sv)

First Aid: A Gypsy knows how to apply first aid to heal the wounded.

Gypsy Knowledge: Gypsies get around and hear lots of stories and rumors.  Int Bonus + ½ level, DC 12 minor factoid, DC 18 very specific.  This skill is good for general area rumors, trivia, personalities, and gossip, not anything scholarly.  Please don't roll if the knowledge is somehow important to the story. 

Gypsy Performance
Gypsies are excellent at song and dance and love to show off their skills and charm others (it’s also a good distraction for their pickpockets).  A group of at least two musicians (guitar and rhythm) and a dancer is needed for a performance.  

Roll 1 + (Cha + Wis)/2 + ½ Level to use, DC 12 Social/DC 18 Hostile Crowd.  Use the highest skilled performer and add +1 for each performer who has a +3 Cha and Wis, up to +4.  With a good performance, add +4 to someone else’s attempt to influence the audience or a specific person.  Assume at least 1 turn for any performance. 

Gypsies usually perform for tips from the crowd (and whatever they’ve pilfered from them).  Command performance pricing is usually at least 100 gp (with an assurance of non-larcenous behavior). 

Gypsy Witches
Gypsy women of 6th level and up will have two specific magic abilities.  The origin of these abilities is unknown. 
● Magical Healing: Full healing all hp damage Wis bonus x a day, including themselves and those below 0 hp, but not yet dead.
Gypsy Curse: A Gypsy Witch can cast a Curse spell once per day.  It cannot be taught to outsiders.  Wis Bonus + ½ level vs DC 12 to cast.  The victim must make a DC 18 Will Sv.  Ceremony spell and requires a Sympathy, a personal object from the victim.  This spell is not cast without a mitigating cause, someone has done some type of harm or insult to the Romany.  The effects should be creative and fit the crime, but never directly lethal.  A Gypsy Witch may dispel it at will (good luck with that), otherwise it will require a Paladin or someone with similar powers to break the curse. 
Most Gypsy Witches also make claims of being able to see the future via various means (Crystal Ball, Tarot Cards, Palm Reading, etc).  This is typically a load of bunk designed to relieve suckers of their money.  But, who knows?  (Ref’s here’s where to drop your plot hints in a vaguely ominous fashion.)        

Other Gypsy Tribe Members
While very clannish, Gypsies will take in helpful outsiders and make them one of their own.  The itinerant Romany lifestyle has its attractions to those on the run, rootless individuals, and general outcasts.  Absolute loyalty to the clan and being useful to them are the two main requirements.  These outsiders are free to leave whenever they want, unless they marry a Gypsy, in which case they are then formally a member for life. 


As such, other classes of characters will often be present in a Gypsy camp or caravan.  Ostracized Demi-Humans will find an accepting home here, especially Tieflings, Halflings, and Half-Elves.  Fighters (usually married into the clan and providing security for the group), Rangers (dispossessed from their native lands), and Bohemian Wizards are the most common.  Unless the entire Player Character group is part of a tribe, a PC Gypsy is likely an exile, perhaps on the run from them.