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Wednesday, September 21, 2011

Templar for S&W: WhiteBox


This is a sorta-paladin for WhiteBox.

Templar
Templars are armored priests. Most Templars have a patron deity or serve a particular religion. Feel free to make up the details, if your Referee doesn’t use a particular mythology for the campaign you’re playing in. Regardless of the details, you are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, or a shining knight of the faith. Because most of a Templar’s abilities are oriented toward healing and protecting, Templars tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if need be—at least for a while. As a Templar grows in power and reputation, he might establish a stronghold for his faith: a fortified monastery, a soaring cathedral in the wilderness, or whatever strikes him as the best way to protect and serve his flock of acolytes and peasant followers.

Hit Dice: 1d6/level.
Armor/Shield Permitted: Any.
Weapons Permitted: Any melee weapons. No missile weapons, other than oil.

Templar Class Abilities

Cure Disease: Beginning at seventh level, once per day Templars can cure disease on one individual.

Healing Hands: Templars can cure themselves or an ally up to three times per day. Each use of this ability heals 1d6 + level hit points. For example, a fourth level Templar would heal 1d6+4 hp each time he uses this ability.

Holy Aura: Templars have an aura of holiness that affects undead, demons, and other supernatural evil creatures. These creatures suffer a -1 penalty to hit and to save while within 10 feet of the Templar.

Immune to Disease: Beginning at third level, Templars are immune to all diseases.

Immune to Poison: Beginning at fifth level, Templars are immune to all poisons.

Smite Evil: When fighting undead, demons, or other supernatural evil creatures, Templars deal an extra 1d6 damage per successful attack. This damage affects monsters immune to normal weapon damage.

Religious Stronghold (9th level): At ninth level, a Templar character may establish a stronghold and attract a body of loyal (or perhaps even fanatic) men-at-arms who will swear fealty to him.

Templar Advancement

Level

Experience

Hit Dice

Saving Throw

1

0

1

14

2

1,500

2

13

3

3,500

3

12

4

6,500

4

11

5

14,000

5

10

6

30,000

6

9

7

60,000

7

8

8

110,000

8

7

9

165,000

9

6

10

225,000

10

5

Sunday, September 18, 2011

Published OSR game or modified OSR game?

I wonder how many people use a published game like BFRPG or Swords & Wizardry mostly as-is, with maybe a few house rules. Or how many take one of the OGL texts and make their own homebrew game that they and their friends use, without actually publishing said game?

I'm mostly into BFRPG at this point, with my own houserules supplementing it. I'm kinda toying with just making a big rulebook, with all my houserules just folded in, so everything is in one book. I wouldn't publish it, as I personally think the OSR field is already over-crowded, but I'd have a couple paper copies for use at the table.

By doing this, I'd also be free to make some more extreme rules changes, that I didn't include in Sword & Board, as I wanted that book to be more supplemental to the main ruleset.

Wednesday, September 14, 2011

Alternate Elf for OSR games

Elves
Requirements: CHA 9
Prime Requisite: CHA
Hit Dice: 1d6
Maximum Level: 10

Elves have pointed ears, and are thin, fey beings. They are very diverse in appearance, much like humans, and there are said to be different kinds of elves in distant locations. They typically weigh about 120 pounds and are between 5 and 5 ½ feet tall. Skin color ranges from pale white to green to brown to pitch black. Hair color includes blond, brown, black, red, green, and blue.

Elves can wield any weapon and use any armor. An elf must have at least a 13 in Charisma in order to get the +5% to experience. They must have a CHA of 16 to get the +10% bonus.

Elves have infravision to 60 feet, and have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. When in a forest setting, they have a 50% chance to successfully hide and move silently.

Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict.

Due to their magical nature, elves can use any magic-user item (including scrolls, staves, wands, rings, etc.), as if they were a magic-user of equal level. Elves suffer no penalty for using magic-user items while they are wearing armor.

Elves can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc.

Reaching 9th Level: Elves can establish a stronghold in a natural setting, such as a forest or glen, when they reach 9th level. Rather than impose upon nature, this keep must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the stronghold all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory.

Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven stock may be hired.

Elf Level Progression
Experience       Level   Hit Dice (1d6)
0                      1          1
2,035               2          2
4,065               3          3
8,125               4          4
16,251             5          5
32,501             6          6
65,001             7          7
120,001           8          8
240,001           9          9
360,001           10        +2 hp only *

*Hit point modifiers from constitution are ignored.

Elf Attack Values
Elves use the Fighter attack value.

Elf Saving Throws
                Breath                   Poison                   Petrify                   
Level     Attacks                  or Death                or Paralyze
1-3          15                           12                           13      
4-6          13                           10                           11      
7-9          9                              8                              9      
10           7                              6                              7      


                                             Spells or
Level     Wands                   Spell-like Devices
1-3           13                         15
4-6           11                         13
7-9            9                          11
10             7                          9

Wednesday, September 7, 2011

40k Choose your own adventure book

Saw the news on Fighting Fantasist. If this isn't a fantastic idea, I don't know what is! Hopefully, it will become easily available in the USA.

Now, Space Marines aside, have you ever wondered how you would cope in a zombie apocalypse? Would you be food for the Undead, or the hero of a post-apocalyptic wasteland? Well, now you can find out. Hive of the Dead, the first ever Warhammer 40,000 gamebook, is released today. This is not a normal book. Rather than reading it in a traditional linear manner, the end of each story section will present you with a number of options, allowing you to control the direction of the story with the decisions you make. You will also need a pencil and a standard six-sided dice (if you're anything like us, there are probably a dozen down the side of your sofa) in order to combat the Undead denizens of Hive Septus.

(source:GW website)

It's a £13, Print On Demand book only available from the Black Library webstore. Sounds pricey for POD but it's a claimed 288 pages so might be a big beast.

Tuesday, September 6, 2011

Monday, September 5, 2011

Wildfolk for S&W White Box


Wildfolk

Wildfolk appear to be bestial human hybrids. Males are bearded, while women have sideburns. Their hair color is black, brown, gray, or red. Their eyes are black. All wildfolk have pronounced canines, long tufted ears, and heavy claws. Wildfolk wear a minimum amount of clothing, as their nature prevents them from becoming too cold. Males average 6’0” in height, and weigh around 180 pounds. Females average 5’8” in height, and weigh around 145 pounds. Wildfolk usually live around 70 years.

Character Advancement: Wildfolk use the Fighter advancement chart. They are typically allowed to progress as high as seventh level.

Animal Alertness: Due to their enhanced bestial senses, wildfolk gain a +1 bonus to initiative during the first round of combat (or to determine surprise, if surprise checks are used).

Claws: Wildfolk have claws which they can use in combat. They can make one attack per round at 1d6 damage.

Nightvision: Wildfolk can see at night as if it were daytime. This only works if there is some light source available, such as moonlight or a nearby torch.

Saving Throws: Wildfolk gain a +1 bonus vs. any Cold effects, including spells and winter weather.

Languages: For campaigns that give each race its own dialect, Wildfolk should be able to speak with elves, gnomes, goblins, and orcs.


Saturday, September 3, 2011

Steel Spider (BFRPG Monster)




Steel Spider
Armor Class: 18
Hit Dice: 5**
No. of Attacks: 2 forelegs
Damage: 1d6 each
Movement: 40’
No. Appearing: 1
Save As: Fighter 5
Morale: 12
Treasure Type: special
XP: 450
Steel spiders are constructs used by mages to guard their possessions. They are made of steel, with jeweled eyes (worth 100 gp if removed). Their main body is only one foot in diameter, with each leg being two feet long. They are often painted black or brown, to help blend in with their surroundings.
Being constructs, they are immune to fear, charm, and similar spells. They take an additional 1d6 damage per hit from any attack that rusts metal. They only take half damage from non-magical weapons.
They have darkvision to 120’. They can climb walls, even hanging upside down. They are resistant to magic, and gain a +4 bonus to Saves vs. Wands or Spells.
Steel spiders are often placed in ambush, and can only be detected on a 1 on 1d6 if they are hidden. They can leap 30 feet, and automatically gain surprise when making a leap attack if they have not already been detected.


There is a pdf HERE


Friday, September 2, 2011

Wednesday, August 31, 2011

Mystery Men

I printed Mystery Men out and have been reading through it. It seems like an interesting game, though it's a bit too tied to class and level D&D for me. I was wondering if the experience requirements for powers had been playtested. As is, a level 1 superhero (50,000 XP) will be lucky to have 3 powers, unless he only takes super stats and a travel power. Many of the powers listed are extremely expensive, and some seem too expensive for what they do. Have any of you played this? Maybe I'm just expecting supers to be more powerful than the author is thinking.

Saturday, August 27, 2011

Frog God Games pdf's for Swords & Wizardry

DOWNLOADS HERE

This includes all of the lairs of the Tome of Horrors S&W version, as well as monsters by terrain and a preview of their Adventure Design book. This is a great resource for any DM. I highly recommend downloading these! Thanks Frog Gods!