Etichette

martedì 2 agosto 2016

Warhammer inspired RPG on kickstarter

A kickstarter for a Warhammer forward-clone!

Inspired by Warhammer Fantasy Role Play 2nd edition here comes ZWEIHANDER GRIM AND PERILOUS RPG




Cover of much loved 1st edition WHFRP

Cover of much streamlined 2nd edition WHFRP

venerdì 15 aprile 2016

Seelie Knight a Swords & Wizardry racial class for the 2016 S&W Appreciation Day

This is my contribution to the 2016 Swords & Wizardry appreciation day, the entry for the 2013 appreciation day is here: Swords & Wizardry short review and new class.

In this article we propose an elven "racial class" adding a new class to the choice of character class for the S&W game and introducing the concept of racial classes in S&W. Racial classes can explore dungeons side by side with all the other classes present in the S&W rules as convincingly demonstrated by the excellent Fantastic Heroes & Witchery simulacrum.

Racial class add one or more distinctive class that are representative of the ideals of a certain race, the race in question have no level limits in its racial class while other races usually cannot progress in this class, half-races are the exception. For example Half-Elves can progress in elven racial classes but have level limits, human and other races will have stricter level limits. It's not possible to multi-class in racial classes.


The Seelie Knight

The Seelie Knight is a champion of the Seelie court, trained in combat (he fights as a Fighter) in poetry and gifted with glamorous magic. They fight for flowers and blood wreaking confusion in the battle with their magic.

Prime Attribute: Charisma 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d6/level (a Seelie Knight gains just 1 hp/level after 9th.)
Armor/Shield Permitted: Seelie Knight are able to use armor up to chain mail or any shield effectively.
Weapons Permitted: Seelie Knight are able to use any weapon effectively
Race: Only 
elves and half-elves (max 12th level, 13th with 18 charisma) may become Seelie Knights.



Table: Seelie Knigh advancement
XP
Faerie Spells
1st/2nd/3rd/4th/5th
Level
Hit Dice
Saving Throw
0
-/-/-/-/-
1
1d6
15
3'000
1/-/-/-/-
2
2d6
14
6'000
2/-/-/-/-
3
3d6
13
12'000
3/-/-/-/-
4
4d6
12
24'000
3/1/-/-/-
5
5d6
11
48'000
3/2/-/-/-
6
6d6
10
96'000
3/3/-/-/-
7
7d6
9
200'000
3/3/1/-/-
8
8d6
8
330'000
3/3/2/-/-
9
9d6
7
460'000
3/3/3/-/-
10
9d6+1
6
590'000
3/3/3/1/-
11
9d6+2
5
720'000
3/3/3/2/-
12
9d6+3
4
850'000
3/3/3/3/-
13
9d6+4
4
980'000
3/3/3/3/1
14
9d6+5
4
1'110'000
3/3/3/3/2
15
9d6+6
4
1'110'000
3/3/3/3/3
16
9d6+7
4
1'110'000
4/4/3/3/3
17
9d6+8
4
1'110'000
4/4/4/4/3
18
9d6+9
4
1'110'000
4/4/4/4/4
19
9d6+10
4
1'110'000
5/5/4/4/4
20
9d6+11
4
1'110'000
5/5/5/5/4
21
9d6+12
4
+130'000
per level
same progression
+1
+1/Level
4

Requirements and Limitations

Seelie Knight owe alliance to a Seelie Lord and the Seelie Queen, direct order from their lord cannot be ignored

Class Abilities

Weapon Training
Seelie Knights at 3rd level gain +1 to hit and damage with swords and spears

Spell Casting
Seelie Knights cast “faerie” spells from a specific list, with numbers as per Table: Seelie Kinght Advancement. Each day, the Seelie Knight can cast a number of spell from the standard list as shown in the table he needs not to prepare the spell and as long as has use he can cast the same spell over and over. 
Saving Throw Bonuses
Seelie Knights gain a +2 bonus on saving throws against being paralyzed and illusion.
Establish Seelie Stronghold
At 9th level, a Seelie Baron (9th level title) may establish a stronghold and attract 1d4 3rd level Seelie Knights and 2d6 1st level Seelie Knights who will swear fealty to the character as loyal retainers.

Spell Lists
1st level: Charm Person, Cure Light Wounds, Detect Magic, Light, Purify Food and Drink, Shield, Sleep,
2nd level: Detect Invisibility, Hold Person, Invisibility, Mirror Image, Phantasmal Force, Snake Charm, Speak with Animals, 
3rd level: Clairaudience, Clairvoyance, Cure Disease, Dispel Magic, Locate Object, Suggestion, Remove Curse, 
4th level: Charm Monster, Cure Serious Wounds, Neutralize Poison, Hallucinatory Terrain, Massmorph, Polymorph Other, Polymorph Self
5th level: Create Food, Feeblemind, Finger of Death, Hold Monster, Quest, Telekinesis, Wizard Eye,




mercoledì 13 aprile 2016

Continually spell slot recharging an ACKS Wednesday post

The rule

Spell-casters recharge spell slot as follows:
1) must be awake
2) must not be tired
3) 1 level of spell slot each 2 turns (20 minutes)
4) must be recovered first lower level spell slots then higher level ones 
5) while recovering spell slots spellcasters are more easily surprised (-2 on surprise rolls)
6) if a spell is cast spell recovery is interrupted
7) no more than 30 spell slot level day

The number and levels of spell in a caster Spell Progression no more represent the spell a caster can cast in a single day but the maximum number of charged spell slot that the spell caster can have at any given moment. 


Examples

1) Toran a 5th level Spellsword can keep charged up to 
2 slot of 1st level, 2 of 2nd and 1 of 3rd.

In a tough encounter with a band of ogres Toran cast a Lightning Bolt and a Magic Missile discharging a 3rd level slot and a 1st level one. After 20' the 1st level slot will be fully recharged, after another 60' also the the 3rd level slot will be recharged. But while recharging Toran will be -2 on surprise rolls, and if after the first 40' (he recharged fully the 1st level slot, but the 3rd level one is still recharging) he need to cast Invisibility he will need to start recharging from 0 and after 40' will recharge the 2nd level slot and will need other 60' to recharge the 3rd level slot

2) Eward a 14th level Archmage can keep charged up to 
4 slot of  1st, 4 of 2nd, 4 of 3rd, 4 of 4th, 3 of 5th and 3 of 6th.

His tower sieged by powerful forces Eward must use all his magical power during the 1st wave of attacks, now he will slowly but continually recharge his spell slot but first he will recharge his lower level slots. After 2h he will have recharged 4 1st level slot and 1 2nd level slot. To fully recharge all his spell slot (since slot will recharge only while the mage is awake and not tired) he will need 146 turns or 24 hours and 20 minutes about 3 days without casting any spell.



Designer's Notes

This simple rule changes a fundamental assumption in the ACKS magical system (but also of the D&D 5th edition system and of the sorcerer spell system of D&D 3.x and Pathfinder) that spell-caster recover all their spell slot in the morning after one night of rest (and about one hour of meditation).

This assumption is derivative from 3rd edition D&D, in fact in 2nd edition spell caster needed to impress spell in their memory taking 10' for each spell level (and in 1st edition the time was 15' for each spell level as it is also in OSRIC and Adventures Dark and Deep). The strange thing is that this assumption makes things harder for lower level spell-caster and give way too much power to high level spell caster.

Considering that (in ACKS) a 1st level arcane spell-caster has 1 level of spell/day and at the 14th level arcane spell-caster 73 level of spell/day and that divine spell caster are not so far off and the numbers are not so different also in D&D 5th edition or for sorcerers in D&D/d20 system like 3.x sorcerer or Pathfinder sorcerer.

The net effect of this rule is that magical capacity of recovery is constant during the day and independent from caster level with, at least, the following beneficial effects:
  1. spell caster will never be short of low level spells (a problem that in later edition of the game was resolved giving at will powers to caster and in previous edition with cantrips); 
  2. high level spell caster to get fully recharged need more than one day w/out spell casting (as in older edition) as you can see in our 2nd example where the Archmage Eward ned almost 3 day to get fully recharged;

I decided for 20' (or 2 turns) because in ACKS you roll for wandering monsters each 2 turns.

Trance/Meditation (ACKS)
To modify the Trance/Meditation Proficiency is a necessary rule change with the rule presented: While in a meditation spell caster recharge 1 level of spell slot each turn. The mage can use meditation ut to a number of hours equal to the maximum level of spell he can use.

Wizard Spell Recovery (D&D 5th)
Wizard can keep this edge since it can be used a limited number of times each day.

mercoledì 6 aprile 2016

Martial Elf Ranger of the 1st Forest an ACKS Wednesday post

This is a class developed using the Martial Elf race for the Adventurer Conqueror King System RPG (or ACKS rpg in brief) using (at the best of my ability) the rules for building classes presented in the ACKS Player's Companion.

The Ranger of the 1st Forest is the first class I present for the Martial Elves, some of this classes will have "of the 1st" in the name since they are inspired by some classes of AD&D 1st edition.

The Ranger of the 1st Forest is built trying to mimic the 1st edition Ranger.

Prime requisite: str, dex
Requirements: wis 9, int 9
Hit dice: d6* (+1 at 1st level)
Maximum Level: 12

XP
Title
Level
Hit Dice
0
Runner
1
2d6
2'650
Strider
2
3d6
5'300
Scout
3
4d6
10'600
Courser
4
5d6
21'200
Tracker
5
6d6
42'400
Guide
6
7d6
80'000
Pathfinder
7
8d6
160'000
Ranger
8
9d6
320'000
Ranger Knight
9
10d6
500'000
Ranger Lord
10
10d6+2*
680'000
Ranger Lord
11
10d6+4*
860'000
Ranger Lord
12
10d6+6*

*Constitution bonus no longer apply




Level

Divine Spell

1st/2nd/3rd

Arcane Spell

1st/2nd

Additional melee Damage
bonus vs
Beastman & Giants

1
-
-
0
2
-
-
+1
3
-
-
+1
4
-
-
+2
5
-
-
+2
6
-
-
+3
7
1/0/0
-
+3
8
2/0/0
-
+4
9
2/1/0
1/0
+4
10
2/2/0
2/0
+5
11
2/2/1
2/1
+5
12
2/2/2
2/2
+6


Ranger Divine Spell repertoire (5 spell per level):
1st level: Cure light wounds, Faerie Fire, Locate Animal or Plant, Pass w/out trace, Resist Cold
2nd level: Charm Animal, Delay Poison, Resist Fire, Snake Charm, Speak w/animals
3rd level: Call lightning, Cure disease, Eyes of the eagle, Growth of Animals, Water Breathing

Ranger Arcane Spell Repertoire: like a mage and needs a spell book (must find a teacher to learn spells or to change them), rarely a ranger will change his arcane repertoire

Ranger Skill list: as Elven Ranger in ACKS Player's Companion

A Martial Elf Ranger of the 1st forest can build an Elven fastness

In ACKS terms it is built as follow:

(1625) Martial Elf 3 +
(0625) Mage 1 (delayed availability Level-8)* +
(0250) Cleric 1 (delayed availability Level-6)**

*max 2nd level spells
** max 3rd level spell, +1 3rd level spell

as a five point class The Ranger of the 1st Forest has a level limit of 12

trade off
Unrestricted armor to Broad (+1 power) +150 XP
no turning undead (+1 power)
*+** (+1 power)

total cost 2500+150=2650

powers:
+tracking (like elven ranger)
+bonus melee damage vs beastman and giants: ranger adds +1 to damage at 2nd level, 4th, 6th, 8th, 10th and 12th (for +6 that is cumulative to the +5 from fighting 2)
+bonus hd at 1st level (so he goes from 2d6 at 1st to 10d6 at 9th level + 2hp additional levels)

Designer's note
I eyeballed the value of some non standard trade-off but I think that I come close to ACKS Standars.
Obviously any suggestion is welcome.

martedì 29 marzo 2016

Dragons from Brazil

Two OSR Dragons were born in Brazil, they hatched in the comfortable caverns under RedBox Edition.

I bought them in pdf format from their online store (hoping that it will become simpler in the next days).

The first one is a fantasy rpg "Old Dragon", this one I also printed out (I can just skim pdf but to really read something I have to print it.... ok I am not really into portuguese but I can get around a bit to get what is going on.

I must say that this is not a review but just "first impressions" from reading here and there. But I am getting really good vibe from this two games.

Old Dragon is a clever mix of Swords & Sorcery, 3rd edition and BECM plus something new and fresh. 

You get the classical six attributes and bonus like in 3rd edition (+1 each 2 point over 10, bonus spell for high Int or Wis) and from previous editions (% bonus to thief abilities, % to know spells, % of resurrection, % bonus to reaction, a bonus to the number of undead turned by clerics based on Charisma).

There are the 4 classical races: human, dwarf, elf and halfling (each get a +2/-2 to one attribute, human get to chose where) with the usual special abilities, there are no level limits and no multiclassing.

Hit dice are like in Ad&D (Cleric d8, thief d6, mages d4, fighter d10 - but not elf fighters), the classes are the four basic classes but each of them have 2 or more specialization that can be taken around 5th level, such specialization work like the druid and knight/avenger of BECM (you get some powers at higher levels).

Each classes have a To hit Bonus and a Saving Throw (only one like in Swords & Sorcery), the interesting thing is the progression of the To Hit that is quick up to 10th level and then slow down (so a Fighter will have +10/+4 at 10th level but only +15/+9 at 20th level - in the tables the Fighter is the only one to have double bonus).

Clerical spells go up to 7th level, Mages spells to 9th.... there are monsters, spells, magical objects and rules for the Master. The game is complete in 150 pages plus appendix...

We have the classical Law, Neutral and Chaos alignment.

In the monster section we also get old buddy Cthulhu


As you can see even at first glance the game is a lot of old school fun... but the Old Dragon is not the only Dragon as we said.

Indeed the nice people from RedBox Edition also get us Space Dragon a pulp space opera osr rpg based on the same overall system (with adjustments) of the Old Dragon rule set.

In this second game we get 3 races (human, android and mutants), Science take the place of Wisdom and Comunication the place of Charisma. We also get 4 classes (Scientist - that can deactivate robots instead of turning undead, Prowler - a thief, spy and pirate, SpaceMan - pilots and fighters, Mentalist) like in old dragon each class get specialization based on affiliation that get alignments in space, you can be Lealist, Neutral or Rebel.

Then we have spaceships, aliens, relics, powers and all that you need for your pulp space opera rpg in less than 200 pages.

This two games are a steal at less 4 euro/dollar each (consider that the price of both manual in pdf is 12.90 R$ and each US$ or Euro is worth around 4 R$, a R$ is the Brazilian Real, for the two books 25.80 R$ I cached out 6.59 Euro), I suggest you to add this fine OSR books to your rpg collections....

My beautiful printed copy
Interior art

I have to add that a new edition boxed set of Old dragon is coming (that is a box with the rules and some additional goodies as was explained by Fabiano Neme - one of the authors - in the comments), you can find the news here: Old Dragon New Boxed set 


with new logo and graphics and a new print of the bestiary with a hard cover (capa dura!)... looking forward to getting also the new edition new printed versions!

mercoledì 16 marzo 2016

The Martial Elf an ACKS Wednesday post

Martial Elf
Not all elf are innate arcane caster, a long time ago an elf Senate decided to devote their society to develop the art of fighting.

Their longevity and connection with nature helped them to become great fighters.

This article (the second of the ACKS Wednesday) present a variant elf race using the rules of the Adventurer Conqueror King System (as seen in the ACKS Player's Companion book also considering the additional information from the Autarch Forums.

One of the thing that made me think of this is the fact that doing a martial elf let you build the canonical elven racial classes (or something very similar) and that even if the possibility of doing an Elf(mage)/Divine caster has always been there it's not a very popular choice. Indeed instead of creating an elven mage/cleric it was preferred to create a new race, the Nobirean, in the ACKS Player's Companion to fit the idea of a race/class that could mix arcane and divine casting.

And I must also cite the beautiful articles on Divine Elves by M. Blackburn who helped me think of doing a martial version of this great and proud race.

Martial Elves

When building an elven custom class, assign between 0 and 4
build points to the class’s Elf Value.

At Martial Elf 0, all elves gain the
following five elven custom powers:

  1. Attunement to Nature: All elves gain a +1 bonus to surprise rolls when in the wilderness.
  2. Elf Tongues: All elves speak four bonus languages: Elf, Gnoll, Hobgoblin, and Orc.
  3. Keen Eyes: All elves detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection. 
  4. Connection to Nature: All elves are unaffected by the paralysis ghouls can inflict, and gain a +1 bonus on saving throws versus Petrification/Paralysis and Spells.
  5. Animal Friendship: Whenever elves build fastnesses, all ordinary animals within 5 miles of the stronghold become kind and helpful to the elves.
  6. Longevity: All Elves characters are ageless and enjoy a lifespan three times longer than that of normal men.
Value
Elf
XP cost
4
Elf + d8 + Fighting 2
2125
3
Elf + d6 + Fighting 2
1625
2
Elf + d6 + Fighting 1a
1125
1
Elf + Fighting 1a
625
0
Elf
125


Racial Classes

What follows are just some notes on what kind of racial classes can be created for the Martial Elves. More details in future post.

Arcane Sword: Elf 3 + Mage 4 (this is very similar to the canonical ACKS Spellsword)
Arcane Gladius: Elf 2 + Mage 4 (this is very similar to the previous with the ability of doing rituals)
Force of Nature: Elf 4 + Divine 2 (trade off turn undead, spells like shaman/druid)
Night Knife: Elf 2 + Mage 2 + Thief 2 (this is very similar to the ACKS Nightblade)
Ambassador: Elf 2 + Mage 2 + Thief 1 (this is similar to the courtesan)
Forest Guardian: Elf 4 + Thief 2 (power trade off for advanced bowery and ranger abilities)
High Guardian: Elf 4 + Fighting 1 + HD 1 (this means hd d10 and fight progression as monsters)

As for arcane/divine casting the Martial Elf can go for: Elf 2 + Mage 2 + Divine 2 for full divine casting and half arcane casting.

Martial elves

martedì 15 marzo 2016

L'Era di Zargo il vincitore

Come annunciato nel post L'Era di Zargo i risultati del concorso della settimana scorsa ecco il vincitore del concorso L'Era di Zargo.

I partecipanti:
  1. Fanti "Maxwell" Massimiliano: L'Era di Zargo (LEDZ) recensione
  2. Alessandro Viola su Caponata Meccanica: L'Era di Zargo è sempre il presente
  3. GdR Italia: L'Era di Zargo the appreciation day
  4. Antiche Leggende: L'Era di Zargo e la maledizione della scatola rossa
Il lancio del d4 d'ordinanza stabilisce che il vincitore è: 
  1. Fanti "Maxwell" Massimiliano: L'Era di Zargo (LEDZ) recensione
cui chiedo di fornirmi in privato l'indirizzo cui mandare la copia de L'Era di Zargo tramite Amazon :)