Friday, September 28, 2012

Fantasy Core RPG--The Paladin

The Paladin
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+2
+0
+2
2nd
+2
+3
+0
+3
3rd
+3
+3
+1
+3
4th
+4
+4
+1
+4
5th
+5
+4
+1
+4
6th
+6
+5
+2
+5
7th
+7
+5
+2
+5
8th
+8
+6
+2
+6
9th
+9
+6
+3
+6
10th
+10
+7
+3
+7
Description: A member of a holy warrior order dedicated to using their magical and martial powers to destroying supernatural evil. They are born with a Divine gift, but must be properly trained to fully utilize it.  10th Level example: Sir Galahad.
Hit Die: d10.
Prime Abilities: Str, Con, and Wis.
Weapon and Armor Proficiency: Paladins are proficient with all weapons and all types of armor and shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, holy symbol, leather armor, long sword, shield.

Level Advancement (Optional Rule)
A Paladin may only advance to 6th and 9th levels if blessed by an Elder (a 10th level Paladin). Some form of interrogation will take place on the Paladin's activities (or at any time if there are substantiated reports of gross impropriety). Serious lapses in behavior will demand atonement, likely in the form of a quest, before the higher level is granted. Extreme breeches of conduct may result in excommunication and loss of all chance of advancement (and may even be hunted as a Fallen Paladin). However, Paladins are given a good deal of latitude in lifestyle and actions, compared to other Church officials, as long as they get results.  To attain 10th level, a Paladin must gain the consent of the entire Circle of Elders, the Paladin ruling council.

Smite
Any successful melee attack by a Paladin automatically causes maximum damage upon these types of opponents: undead, demons, Fallen Paladins, and spellcasters (humans, demi-humans, giants, and humanoids only). This attack is considered magical versus the listed foes that can only be hit by magical weapons.

Immunities: Paladins are immune to fear, charm, and disease effects.
First Aid: A Paladin knows how to apply first aid to heal the wounded.
Magical Healing: A Paladin may fully heal all hp damage Wis bonus x a day, including themselves and those below 0 hp, but not yet dead.

Paladin Spells:
A Paladin learns all these listed spells. These spells are not in any written form.  Paladins receive this teaching orally from an Elder Paladin.  For Encounter and Daily spells, Paladins use their Wis bonus + ½ level to cast them.

At Will Spells: (Does not require a casting roll.)
● Bless Water: Makes holy water. At will, but only 1 vial/level may be active per day. 2d4 + ½ level points of damage + Stun 1 rd to an undead creature or a demon.
● Detect Lies: Detects knowingly told falsehoods.  (This spell is used by the Elders when interrogating those seeking higher levels.)
● 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.
● Consecrate: Fills a room or a 30' square area in the open (use a common sense measurement given the situation) with positive energy. Undead and demons of less HD than the Paladin flee or avoid the area (or cower within the area if they cannot leave) for 1 turn.
● Divine Light: A burst of light.  Undead, demons, and heliophobic creatures will be stunned for one rd.  
● 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.

● Hallow: Designates a location, such as a building, as holy. Keeps out demons and undead for one day. This is a Ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.

Thursday, September 27, 2012

Fantasy Core RPG--The Barbarian

The Barbarian
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+2
+0
+0
2nd
+2
+3
+0
+0
3rd
+3
+3
+1
+1
4th
+4
+4
+1
+1
5th
+5
+4
+1
+1
6th
+6
+5
+2
+2
7th
+7
+5
+2
+2
8th
+8
+6
+2
+2
9th
+9
+6
+3
+3
10th
+10
+7
+3
+3
Description: A foreign warrior from an uncivilized land seeking battle and fortune by selling their sword. 10th Level example: Conan, King of Aquilonia.
Hit Die: d12.
Prime Abilities: Str and Con.
Weapon and Armor Proficiency: Barbarians are proficient with all weapons and with light and medium armor and shields. Heavy armor impedes their natural Uncanny Dodge, Rage, and Fight Dirty abilities, but can be worn.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, two-handed axe or long sword and shield.
Barbarian Rage
This is a special Stunt attack.  With a DC 12 Fort Sv and a successful melee attack, a Rage attack automatically causes maximum damage + Stun 1 rd.  If the Fort Sv is failed, the attack is only a normal attack.  A Natural 1 on the Fort Sv is always a failure.  (And the Fort Sv must be rolled, regardless of bonuses.)  Also, whether the Rage attack succeeds or not, the Barbarian cannot move or attack the next rd, but can still defend themselves. 
Fight Dirty
With a successful melee attack, the Barbarian can choose to not cause damage, but instead stun their opponent for 1 rd in some manner.  This includes temporary blinding, knocking down, knocking their weapon loose, nut shot, etc.  Use common sense in application.  This can be used to allow the Barbarian to escape a fight without penalty, make an opponent drop something valuable, set up an attack by someone else, etc.  It may be used against an opponent once per encounter.
Uncanny Dodge: Barbarians gain a natural +1 AC adjustment, as long as they are not in Heavy Armor.
Die Hard: At the player's option, a Barbarian may continue to act normally below 0 hp, up to max negative hp, for rds equal to their Con bonus before falling unconscious.

Detection: A Barbarian may detect ambushes and traps adding (Int + Wis bonuses)/2 + ½ level to the attempt. This does not apply to trapped items.

Wednesday, September 26, 2012

Fantasy Core RPG Character Generation

FANTASY CORE RPG 
CHARACTER GENERATION
(c) Jerry Harris, 2012
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)


Choose a class: 
Barbarian
Paladin
Knight
Ranger
Thief
Wizard

Abilities
Roll abilities based on class choice, which determines Normal, Prime, and Sub-Prime abilities.  Players may arrange the scores as they wish, but may not change them.

Normal Abilities: 10 + 1d4
Prime Abilities: 14 + 1d4
Sub-Prime Abilities: List as 10

● Strength (Str): Physical prowess.  Add bonus to melee attacks and damage.
● Dexterity (Dex): Coordination and balance.  Add bonus to ranged attacks, AC, and Reflex saves.
● Constitution (Con): Physical stamina.  Add bonus to hp and Fort saves.
● Intelligence (Int): Knowledge, training, practice, and learning ability.  Bonus starting spells for Wizards. 
● Wisdom (Wis): Experience, intuition, and empathy.  Add bonus to Will saves.  Bonus healing spells for Paladins. 
● Charisma (Cha): Forcefulness or persuasiveness of personality.

Ability                           Deficient
Score          Bonus         Abilities      Penalty
10-11             0               9-8              -1
12-13           +1               7-6              -2
14-15           +2               5-4              -3
16-17           +3               3                 -4
18                +4              

Characters should never start off below 10, but scores could be reduced from play.  A 3 in any Ability means the character is seriously disabled and cannot adventure.

Hit Points (hp)
First level hp: Max HD + Con bonus.
After first level roll HD + Con bonus or take ½ HD + Con Bonus, whichever is greater.



Weapon and Armor Proficiency
Most classes have restrictions on weapons and armor they may use.  Some classes may optionally use certain items, but lose some of their special abilities with them.  The Equipment list has further restrictions based on ability bonuses.  Using a non-proficient weapon gives the user no bonuses to attack (except for magic weapon bonuses).  Using non-qualified armor, the wearer will not be able to make any attacks and cannot run.  
   
Experience Points (XP)
The Ref should award XP for each group member for accomplishing tasks, as determined by the Ref and/or the players' own stated intentions.  It is recommended that the players should definitely have a hand in determining what their main goals are, while the Ref’s determine the minor ones on the way to those main goals.)  This should be graded based on the level of the characters and the magnitude of the accomplishment.  What is a major task for low-level characters is probably a minor one for high level ones (6th and up).  A qualifying task involves some amount of risk, a possibility of failure (and consequences for failure), and/or use of strategy and ingenuity to accomplish. 
    
Award 1 XP for a minor task (such as puzzle-solving and successful negotiations), 2 for a tough task, and 3 for a major one.  No more than one major award (if that) should be given per adventure.  A major task should qualify as an accomplishment the characters could brag about to their peers without embarrassing themselves.  Very large tasks, like removing a corrupt king from power, should be broken down into a multitude of major accomplishments. 

Low-level example: obtaining the map to dungeon from an unscrupulous antiquities dealer (1 XP), defeating the ogre, toughest monster on level 1 (2 XP), solving the puzzle to find the ogre’s secret hoard (1 XP), clearing out level 1 of the dungeon (3 XP).  Typically though, simple business transactions or negotiations, encountering (average) wandering monsters, and minor set encounters, award no XP (but could still be lucrative).  If a group fails to accomplish anything in a session, but still makes an effort at doing so, award 1 XP.  Refs should not award XP for every encounter.  Players should not expect XP for every encounter. 



Level Advancement
Characters earn XP only via adventuring.  I’d recommend handing out XP at the end of an adventure session, but you could also hand them out after any XP-paying encounter, as you will.  Players pay XP to gain the next level, one level at a time.  They must also complete a number of major tasks in order to advance, even if they already have the XP to level up.  The cost may seem pretty low, but as detailed later, characters may also be using XP to influence events in the game and to save themselves when facing certain death.  Refs, it is also recommended that new characters be given the opportunity to earn a couple of easy XP up front.

Levels 2 – 5                             Levels 6 – 10
2nd      17 XP/2 Major Tasks         6th     31 XP/4 Major Tasks
3rd      18 XP/2 Major Tasks         7th     32 XP/4 Major Tasks
4th      19 XP/2 Major Tasks         8th     33 XP/4 Major Tasks
5th          20 XP/2 Major Tasks         9th     34 XP/4 Major Tasks
                                                10th       36 XP/4 Major Tasks

Notes
All calculations involving ½ level or two abilities averaged are to be rounded up.  Always at least +1, if more than 0.  Essentially skills increase by one, every odd level.
Natural Roll: The number as rolled on the dice without modification.
"Ref" is the game referee.  NPC is a Non-Player character controlled by the Ref.
BAB is Base Attack Bonus.  Rd is Round.  AC is Armor Class.
The DC’s for skill use are generally listed as either 12 for hard tasks, 18 for very hard tasks.  The Ref is free to set more variability in those numbers for different situations.  I would recommend not bothering to roll for anything less than DC 12.
Untrained skills, namely Stealth, Charm, Negotiate, Intimidate, Climb, and Acrobatics, can attempted by any class.  However, only classes that with those skills listed for their class can add ½ level to their ability scores, and thus improve at them.  Trained skills, such as Lockpicking and First Aid, cannot be used by the untrained.

Tuesday, September 25, 2012

Fantasy Core RPG

FANTASY CORE

PDF of Fantasy Core Rules

Character Creation Rules, Spell Lists
Weapons & Armor, Equipment, Travel & Transport
Combat Rules
Additional Rules
Oriental Character Classes
Demi-Human Character Classes
Title Level Advancement
NPC and Variant Classes
Magic Items
Naval Combat
Undead and Demonically Possessed Creatures

Playtest 1Playtest 2


ADVENTURES
Sample Adventure: A small tower with an evil wizard
Diamond Temple: A small dungeon
Zombie Manor; An abandoned keep with a bunch of zombies
Goth Hallow Adventure: A series of connected tombs
Endless Night: A haunted house adventure
Expedition to the Doomed Peaks: D&D meets Doom.  What could go Wrong?
Dark Continent Redux: An adventure setting into the jungle to kill an insane wizard


SETTINGS
Fantasy Ireland: Roleplaying in a mythic Ireland
Jianghu: An Oriental Setting
Southland: Australia as a big monster-filled continent
Cyber-Pulp: A cyber-fantasy set 20 minutes in the future
Robomeck: Transforming robot RPG

ALTERNATE SETTINGS AND RULES
Pulp Fantasy Core
Cyber-Pulp Fantasy Core Index 
Card Based Rules


Oh God, not another clone! Yes, it is. Let's just get down to it.

What is it?

Fantasy Core RPG is loosely based on the Modern RPG's, essentially stripped down to Old School sensibilities, with some other stuff thrown in. The characters are not superheroes, but should be a bit harder to kill and more potent than usual. Characters are not endlessly customizable, which should irritate the players. However, they are much more capable starting at first level, thereby irritating Ref's. Nobody should like this game.

What's in it?

Six classes for now, all human, and some basic rules. I'll be posting the game in pieces to allow individual critique. The classes only go up to 10th level.  This is part of keeping the game simple. Also, above 10th level, a fantasy game essentially becomes a superhero game, which should probably have a different set of rules.

So what's in this game for me as a Ref or player?

A real sense of mystery and a reawakening of the pioneer spirit. In other words, this hasn't been play-tested, so who knows how well this will work in practice in the real world. More concretely, I made this game because I didn't love any of the other versions and clones I've seen (and I've looked at a bunch of them). I wanted a game that was easy to teach and run as a Ref.  As a player, all the classes are cool right up front, without messing with making the right character build or waiting until you hit a certain level before you get good.

What's in the future?

For the most part, it's just going to be the rules and the character classes.  Some monster stats will be published with the sample adventures.  Don't expect a "Monster Manual" anytime soon though.  There may be some setting ideas. I have a listing of NPC classes that I like. I've got some Demi-human classes and Oriental-themed classes, but I haven't been happy with them to this point, so we'll see. I have a follow up game that builds on this, which I'm more enthusiastic about. It's Fantasy Core in a more modern, pulp setting.

This game is published as Open Game Content. Here's the verbiage, which following posts will refer back to.


OPEN GAME CONTENT:

Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL).

This entire work, Fantasy Core RPG, Pulp Fantasy Core RPG, Fantasy Core Ireland Setting, Expedition to the Doomed Peaks, Jianghu Setting, Cyber-Pulp Fantasy Core, Endless Night are designated as Open Game Content under the OGL.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)"Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;

Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave
Arneson.

Fantasy Core RPG Rules, Pulp Fantasy Core RPG Rules, Fantasy Core Ireland Setting, Expedition to the Doomed Peaks, Jianghu Setting, Cyber-Pulp Fantasy Core, Endless Night, Copyright 2012, 2013, 2014 Jerry Harris



END OF LICENSE

Monday, September 17, 2012

Baseball Journal

 9-15-12

It wasn't until the seventh inning that I finally noticed that the White Sox pitcher, Francisco Liriano, had a no-hitter going against the Twins. Hawk and Stone, definitely old school broadcasters, never mentioned it while it was going on. Hawk was pointedly mentioning the number of consecutive outs at the end of innings and that eventually clued me in. Liriano eventually gave up a hit that inning, a two-run homer, but that was the only one he gave up. Something of a good thing. I was about to bust being torn between wanting to say something to dad, who I was watching the game with, and not wanting to jinx it.


The White Sox beat the Twins, 5 - 3, though the ninth inning did feature the Twins loading the bases with nobody out. It was a nice, crisp game in about 2 1/2 hours. This is probably the last time I'll get to see the Sox this season, maybe the post season too. Who knows?  I'd like to think I won't have to watch another Twins game this year, but I should be so lucky. Given the way things have gone, I've seen them so often, they're like a home team.


My unanswered question about the Sox has got to be the mustaches. I didn't even recognize Youkilis. Then I noticed Dunn and Konerko sporting lip rugs.  Thankfully, Gordon Beckham and Pierzynski haven't joined the club. Are they planning on dressing up as 70's porn stars or as New York beat cops for
Halloween?


Meanwhile, I've finally figured out the Yankees. The players aren't paid by the game, they're paid by the minute! Yes, all batting-glove adjusting, face wiping on the mound, foul balls, chit chat, calling time, it's all just part of their contracts. And they get paid double time if the game goes over three hours!


 9-16-12

"The sixth batter of the inning is the first out," says Len Kasper. It was that kind of sixth inning, about an hour's worth. It was a four-hour marathon altogether between the Cubs and Pirates in the end, but all worth it.


Where to begin? When the score was 6 - 1 Pirates early, it looked bad. Pedro Alvarez hit an opposite field, out of the park home run. Darwin Barney's consecutive errorless streak probably should have come to end in the first, but generous scoring kept it intact. But the Cubs came back on an Anthony Rizzo home run to make it 6 - 5. (And some truly bad sportsmanship on behalf of a greedy fan grabbing the ball out of the basket, out of another fan's hand.)


Then there was yet another opposite field, stadium-clearing home run by Alvarez. Score now 9 - 5. Then in the bottom of an already lengthy sixth inning, Rizzo came to the plate with the bases loaded. A no-doubter slammed directly into the bleachers. The Cubs would take the lead 10 - 9.


A digression must be made here. It's a throw-away promotion every game that suddenly caused a Chicago area Mazda dealer to scream out, "Nooo!" You see, the promotion is, if a Cubs player hits a grand slam in sixth, somebody wins a car. Rizzo later said he wanted to drive the car to the winner. Bob Brenly, in the Cubs' tv booth with Len, actually had a topper. When he was broadcasting with the Diamondbacks, their promotion was guessing the player and the inning for a grand slam for a million dollars. Not quite lottery odds, but just about. Bob still remembered the name of the woman who'd picked Jay Bell as her unlikely grand slam benefactor (what an unlikely choice, by the way). When she came into the broadcast booth, Bob introduced her as "the future Mrs. Brenly," much to her husband's chagrin.


(Another digression, the light-hitting infielder, Jay Bell, also scored the World Series winning run in 2001. As he crossed home plate into the arms of his exuberant teammates, he looked liked he'd just won the lottery too.)


Back to the game, in the seventh, Chapman came in for the Cubs and immediately gave up a triple to Starling Marte. Next follows a strikeout. Then a hot shot up the middle that should have tied the game is snagged in mid-air by Barney. He's totally redeemed himself. Then a walk. Runners on first and third. Then the obligatory, fake to third, throw to first move by the pitcher that never. . . Oh my God! It worked. Marte got hung up and tagged out along the third base line.


The Cubs would tack on a couple more runs to make the score 13 - 9, which would be the final. Rizzo would strikeout in the eighth and receive an ovation from the home crowd as he walked back to the dugout. He said he hated that, but definitely earned it.