PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.
Pulp Fantasy Core Index
THE GROUP
As a group, the characters are considered to already be experienced adventurers with a supernatural background. They perhaps come together only in certain situations or for opportunities. Perhaps they are recruited or hire themselves out to a benefactor or an organization. Perhaps they are a club with regular meetings looking for capers or a formal (if secretive) business venture.
Whatever form the group takes, their motivation is to investigate the supernatural. That they are foolhardy enough to do so is due to the seductive nature of the supernatural (and perhaps the money to be made at it). That they are generally on the side of the law, speaks to the corruptive nature of the supernatural. The characters are all aware of how dangerous it is.
Suppressing and policing the dangerous element is also self-serving so that all supernaturals aren't cracked down on. It's also a great way of more-or-less legally recovering magical artifacts and such. Knocking off other wizards is often how one gathers more power. Having some sort of legit backing is also helpful. Heroes and superheroes may get a little respect from law enforcement, but death-dealing vigilantes (even those just killing dangerous people) do not.
Character groups should all have some inherent motivation. Examples: a superhero-like group, a private agency run by the characters (likely the company has a cover identity), contract employees of a government agency (like the FBI and a back-in-day X-files department or foreign intelligence) or a university or a private company, they work for an eccentric millionaire (who might also be one of the characters), members of an Adventurers Club or Geographic Society, templars of the Vatican, a totally ad hoc group of independent contractors working for themselves or whoever wants to retain their services whenever there's an opportunity (a good option if the gaming group doesn't have regular members).
Adventures start with a hook put out by the Ref that represents an opportunity or an interesting incident warranting investigation or a direct threat to the characters or others that needs to be dealt with. This level-less game will likely not lend itself to a "sandbox" of adventure possibilities. Rather, adventures would probably work best as missions that work toward a definitive resolution. Think more in terms of a superhero adventure, than a typical fantasy adventure.
As such, players should be free to suggest ideas for future adventures. Some examples: The Scientist character has an idea for an invention and wants an adventure to try it out in the field. The Wizard character wants to investigate the area where a supernatural creature came from. The Muscle character is interested in the ties between a government agency and a mystical cult. The Detective character owes a wealthy client a favor for his help in the last adventure, who needs an investigation of strange happenings at a construction site on a supposed Indian burial ground. Of course, any weird old (or new) stories (factual, fictional, or questionable) that the players discover off the Internet or in books that might be adventure material, should be brought to the Ref's attention too.
This isn't a mandate that the Ref has to run every player idea, but given the mission-oriented nature of the game, having plenty of ideas available is a good thing. If anything, the players need to be committed to responding to the situations presented to their characters and running with them (preferably in the same gonzo fashion that they've created their characters).
Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
Wednesday, January 2, 2013
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.)
(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.
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
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- 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
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- 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
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- 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
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- 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)
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- 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
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- 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
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- 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.
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