Showing posts with label Old School Hack. Show all posts
Showing posts with label Old School Hack. Show all posts

Friday, October 13, 2017

There's Only One Condition (Simple Condition Rules for Old School Hack)

So, yes I am still chugging along with my hack of the very fun Old School Hack, thanks for asking.  Being a very old school game, it does not waste any space on rules for "conditions", such as dazed or nauseated.  I wanted to add some condition rules, but they had to be very simple.  An excellent example for me of the approach NOT to take is Pathfinder.  Pathfinder has 36 (!) conditions.  Several have names which are way too similar in meaning, such as Frightened and Panicked, and many apply such slight modifiers that they aren't really worth bothering with: Oh, no, I have a -1 to attack rolls for 3 rounds!? Pfffftt, whatever.

Thinking over a quick and easy way to do conditions I decided that really there are three basic states for a creature: 1) fine (no impairments), 2) suffering a condition which partially impairs (such as blindness or nausea), and 3) suffering a condition which totally impairs (such as being paralyzed or unconscious).  Fine is fine and totally impaired is totally impaired, so we really only have to tackle conditions which partially impair.  I decided up front that there should be a single, easy-to-remember  mechanic for all impairing conditions (as opposed to a massive list with finicky micro-rules).  In the end I went with the advantage/disadvantage mechanic from D&D 5th Edition.

So when a character is suffering a condition which partially impairs and they need to roll for some action, the GM rolls a d12 against them which is the condition die.  If the condition die beats  the character's roll, either the 1d12 roll for an attribute check or the both of the d10s (individually) for an attack roll, then the character action fails.

Simple.

Monday, August 22, 2016

Simple Weather for Gaming

One thing which helps immersion in gaming, including setting the mood or tone, is weather.  Some games don't really cover it, while others go into deep simulationist detail.  Recently, I decided I needed some weather tables for my Neo School Hack rules.  I wanted them to use either a d10 or a d12, because that's what Old School Hack uses, and I wanted them to be one-roll simple.

For me, I want weather tables to tell me two things: 1) does the weather impose any effects and 2) what is the general mood or tone for the day.  So I built these 1d10 tables for the four seasons of a generic northern hemisphere temperate zone, such as you'd use for a classic pseudo-European medieval fantasy game.  I think they'll work just as well for temperate North America and Asia.

Spring
  1. Breezy & Cool 
  2. Breezy & Cool
  3. Sunny & Nice
  4. Sunny & Nice
  5. Sunny & Nice
  6. Sunny & Hot
  7. Sunny & Hot
  8. Rainy
  9. Rainy
  10. Rainy & Thunderstorms

Summer
  1. Sunny & Nice
  2. Sunny &Nice
  3. Sunny & Hot
  4. Sunny & Hot
  5. Sunny & Hot
  6. Sunny & Very Hot
  7. Sunny & Very Hot
  8. Sunny & Very Hot
  9. Rainy & Hot
  10. Thunderstorms

Autumn
  1. Sunny & Nice
  2. Breezy & Cool
  3. Breezy & Cool
  4. Breezy & Cool
  5. Cloudy & Cool
  6. Breezy & Cold
  7. Breezy & Cold
  8. Cold & Rainy
  9. Cold & Rainy
  10. Cold & Dusting of Snow

Winter
  1. Sunny & Cold
  2. Sunny & Frigid
  3. Sunny & Frigid
  4. Sunny & Frigid
  5. Cloudy & Frigid
  6. Cloudy & Frigid
  7. Cold & Light Snow
  8. Cold & Light Snow
  9. Cold & Heavy Snow
  10. Blizzard

Wednesday, July 29, 2015

FFTA School Hack - The White Monk Class

Okay, so I just thought I'd throw out an Old School Hack version of one of my favorite jobs (classes) from Final Fantasy Tactics Advance: the White Monk.  In FFTA this class can only be taken by Bangaa race characters but this one is non-specific.

White Monk

- A White Monk is a martial artist specializing in using holy chakra energies to vanquish evil and heal the suffering.  Their style has a focus on hand techniques using different styles of clawed gloves.

Classic Weapon: clawed gloves (many types available).

Whirlwind/focus-encounter: gathering momentum with bold spinning movements you strike all enemies around you; allows the monk to make one attack against up to four adjacent enemies, but with -1 to each attack after the first.

Air Render/focus: you project a bolt of chakra energy at one creature up to 30 feet away; allows you to make a normal attack as a ranged attack instead; clawed gloves must be worn as a focus.

Earth Render/encounter-focus: you channel chakra into the earth to activate elemental Earth energy; blasts Earth and chakra energy up from the ground in a 30 foot long patch out from the monk; each creature on that path must pass an Awareness check or suffer 1 wound; clawed gloves must be worn as a focus.

Far Fist/rested-focus: a variant of the Air Render technique which causes a blast of chakra energy at 20 to 30 feet from the monk, injuring all those within a 10 foot radius; each creature in the blast radius is allowed an Awareness check to avoid injury; clawed gloves must be worn as a focus.

Holy Chakra Sign/rested-focus: by summoning your chakra energies and projecting them into a wounded or suffering creature you heal them of 1 wound and all diseases and temporary ailments (such a blindness, paralysis, etc.) no matter the source.

Exorcise/encounter-focus: striking a special holy stance you project your holy chakra energy outward, driving back undead; undead within 20 feet must pass a Commitment check or flee, not returning for 24  hours.
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Clawed Gloves
The clawed gloves used by the White Monks come in a variety of styles and constructions.  They have claws, blades, and plates to protect the monk's hands and inflict greater damage.  Clawed gloves come in lighter leather types (counting as Light Weapons) and heavy metal gauntlet types (counting as Heavy Weapons).

Saturday, July 25, 2015

OMG, More Neo School Hack Stuff! The Knight

Okay, so I promised (well, not actually promised) that I was coming to the end of my Old School Hack/Neo School Hack design binge.  I mean, I can actually stop any time I want to--but just not yet.  So here's another class:

The Knight

- A knight is an aristocrat born and bred to be a warrior.  They are sent from home at an early age to be a squire at an allied household and train and learn the craft of war.  It is their way of life

Classic Weapon: Lance

Surely You Joust/constant: the Knight's favorite activity is jousting; you get +1 to attacks with a lance while riding a mount and +1 AC against jousting attacks while riding a mount.

Sword & Board/constant: the Knight's second favorite activity is melee combat with a shield and a one-handed weapon; in each combat round the Knight may choose to emphasize the weapon (+1 to hit) or the shield (+1 to AC).

Heraldry/constant: growing up in chivalric social circles a Knight learns to recognize heraldric coats of arms and similar devices; +2 to Awareness checks to know who a particular sign belongs to and a little bit about their background; the player also gets to design their own unique coat of arms for their family.

Under Armor/constant: the training of a Knight includes wearing armor and exercising in it constantly; you have the special encumbrance capacity of one extra Heavy Thing for the purpose of wearing armor or carrying a shield.

Courtly Love/focus-rested: a Knight is a lover as well as a fighter; +2 to attributes to romance the apple of your eye.

Falconry/focus: Knights love to go hunting when not jousting or romancing, especially the high class and expensive method using trained falcons; +2 to any attribute roll involving falconry; and you get one trained falcon and a basic set of gear (such as a glove, hood, lure, etc.) [Falcon: AC-10, 1 HP, 1 x 2d10 attack (claws) for 1 wound]

Friday, June 26, 2015

Neo School Hack - The Witch Class (updated)

Okay, so in my buddy Steve's Pathfinder game I'm playing a witch.  Early on in my work on making new classes for Old School Hack I considered doing a witch.  Eventually I decided to stay with just the Wizard as the only arcane magic class.  I figured on maybe doing a grimoire of witchy spells which you could use to make a witch-flavored wizard.

But whatever--I totally changed my mind and so here's a proper witch class for my Neo School Hack rules.

The Witch

Classic Weapon: broom (or wand)

- A witch is the student or apostle of a strange, mysterious entity who grants magical powers (and sometimes cats) in return for attention, tea, and occasional live sacrifices.  Witches may learn spells from spell grimoires in the same manner as Wizards do.

Swept Away/rested: hopping astride a broom you fly up into the air and quickly away; you can fly for one hour per point of Commitment bonus (but a minimum of one hour)

Bubbling Cauldron/focus-rested: from a small cauldron full of weird ingredients bubbling over a fire you can draw off one potion or handful of dust containing any spell you know; a person hit with the dust or ingesting the potion is affected by the contained spell.

Hex/focus-encounter: with a creepy cackle you hex a creature with black magic; creatures are allowed a Commitment save, otherwise they will suffer -4 to all rolls for 24 hours; may be cast in reverse to remove the hex; hexes may be placed on objects so that anyone touching them is hexed.

Frog!/focus-encounter: you turn a living creature into a frog (or a newt); the victim gets a Commitment save or will remain a frog for 24 hours; may be cast in reverse to un-frog the person; this spell can also be broken by the kiss of a princess.

Black Cat Familiar/constant: you have a magical intelligent black cat as your constant, devoted companion; it can talk and with a moment of concentration you can see and hear what it sees and hears (and vice versa); AC-14, 1 HP.

Lovely Complexion, Dearie/constant: your skin becomes infused with arcane weirding and permanently turns green; only magical spells can conceal it; all Charm rolls are at -2 but you permanently gain one of two boons: +2 to Commitment saves vs. magic cast on you OR victims of your magic are -2 on Commitment saves vs. your spells.

Saturday, June 6, 2015

Cult of the Octomom

Okay, so I had the opportunity to play Old School Hack again today--plus the opportunity to meet a couple members of our "rival" Castles & Crusades group.  Our DM Bill has been running two groups through his C&C campaign and this was the first time I've met the mystery players from the other group.  They'd also played Old School Hack not too long ago using my "Long Ride to a Short Death" scenario.  This time it was OSH again with Bill downloading a scenario from the esteemed Fictive Fantasies site.  Three of the players from the previous game continued with their characters but two of us started with new characters.  In my case I decided to try the paladin which I'd designed earlier as a playtest.

Since this was a silly game I decided my paladin worshiped an octopus deity--or, wait, no an ocean mother sea goddess with an octopus as symbol.  And for corresponding personality I decided he was a surfer dude type (buff, tan, long bleach-blond hair, Hawaiian print tunic, flip-flop sandals, and a classic surfer dude accent).  His primary equipment included a trident, surf board, and coconut tanning oil.  Hmm, but what was he doing in the middle of the desert?  Well obviously he was a missionary bringing the worship of the Octomom to the heathen masses far from the sea!  So tonight I thought I'd throw together some details for others wishing to follow the most excellent and totally gnarly path of the Octomom.

Cult Holy Symbol: octopus wearing a crown and holding up a fish, a trident, a ship, a seashell, seaweed, a branch of coral, an oar, and an anchor.

Cult Goal: to truly know what is tubular and what is bogus and help everyone to surf the gnarly wave of tubular while steering clear of a bogus wipe-out.  Also, stay tan (easier for some followers than others).

Cult Favored Weapons: trident, oar, and harpoon

Holy Water: sacred coconut tanning oil

Cult Battlecry: Surfs up!!!


Thursday, May 28, 2015

Neo School Hack: The Ranger


Right, so I'm closing in on the end of design work for Old School Hack.  The last two classes are the ranger and druid.  I tossed some ideas together, then brought in my ranger class consultant (hi Kirk!) for a critique.  Here is the result:

Classic Weapon: bow

Deadly Shot/focus-encounter: taking careful aim at an enemy's vital point, the ranger scores +1 wound on a hit

Boon Companion/constant: the ranger gains a loyal companion creature which is much more intelligent than ordinary ones of its type.  The player decides on the animal type, but it may not be larger than a large wolf.  The critter has statistics of AC = 10, HP = 3, with an appropriate single 2d10 attack (with Face Dice) doing 1 wound.

Survival/constant: the ranger is a master of wilderness knowledge and easily finds food and shelter in normal wilderness situations, and gets +2 to Awareness rolls to survive in unusual environments

Natural Shadow/focus: with a few moments of preparation the ranger blends into nearby natural terrain, gaining +2 to Cunning rolls to avoid being noticed

Down Boy--Here Kitty/focus-encounter: using your charismatic presence and animal lore, you turn away (Daring check at +1) or lure closer (Charm check at +1) one animal-like creature; may be used on multiple animals per encounter but only once per animal.

It Went That-a-way/focus: taking a few moments to study the scene the ranger tracks quarry easily, if slowly, in favorable conditions (soft earth, etc.), and gets +2 to Cunning rolls in difficult circumstances; this talent may be used in reverse to cover tracks

Monday, May 11, 2015

Neo School Hack: The Paladin

Right, so here's my paladin class for Neo School Hack, which is my version of Old School Hack by Kirin Robinson.  The basic template for classes is six talents unique to that class.  However, I have already experimented with variations on that base and this class has a new variation.  The paladin has five regular talents, plus a special talent containing a set of three thematic sub-talents called "Devotion".  The Devotion talent may only taken once and one of the three talents contained in it must be chosen at that time.  Once chosen it may not be changed--unless the character has a compelling in-character reason and even then must complete an appropriate quest worked out with the DM.

The Paladin

Detect Evil/focus-encounter: concentrating, the paladin listens to the surrounding auras and will sense any evil creatures in a 90-degree area out to 30 feet.

Lay on Hands/focus-rested: pausing to pray and gather holy energy, the paladin lays a hand on an injured person and heals them of 1 wound.

Sacred Immunity/constant: filled with holy essence, the paladin is immune to all diseases, normal or magical.

Aura of Courage/focus-encounter: the paladin's inner resolve makes fear impossible, not matter what the circumstances; and with a declaration of holy purpose, all companions and allies within 15 feet are emboldened, gaining +2 to any rolls against fear.

Glow/focus-encounter: pausing to pray and express inner holy essence, the paladin glows with a golden light like a divine torch.

Devotion
- Divine Avenger/focus-encounter: channeling holy energy into a held weapon, the paladin gains +1 to hit and +1 wound of damage to attacks against evil creatures.

- Divine Protector/focus-encounter: channeling holy energy into a held shield, the paladin gains +2 AC and +2 to saves when attacked by evil creatures.

- Divine Knight/focus-rested: the paladin gains a loyal, divine riding creature which is much more intelligent than ordinary ones of its type.  It can be called with a special prayer; once called it remains until dismissed to return to the heavens.  The mount is saddled and armored, with AC = 14, HP = 3, with an appropriate one 2d10 attack (with Face Dice) doing 1 wound.

Saturday, May 9, 2015

Hirelings and Henchmen for Neo School Hack

One thing which was typical of old school D&D was hirelings and henchmen.  Roughly speaking, hirelings are minor servants and guards, but henchmen are more like the sidekicks to your hero.  So for Old School Hack I'd borrow from the given monster classifications as foundations for building these two types of companions.   An easy approach is to make hirelings a type of "minion" and henchmen like a weaker PC class character.

Hirelings
HP: 1
AC: 8 or 10 (light armor) when hired, but can be equipped better by the characters
Attacks: 1 x 2d10 (but no Face Die)
Weapons: only cause 1 wound no matter the actual weapon type

Henchmen
HP: 2
AC: 8, 10 or 12 depending on class and may have a shield if appropriate for their type
Attacks: 1 x 2d10 (do get a Face Die)
Weapons:cause damage normally for their type
- Henchmen have a race and class, usually selected from those available to the players for PCs; however they start with only one talent instead of the two a PC starts with.
- Henchmen attributes come from an array of one being -1, one being +1, and the rest being 0; the +1 is usually in the attribute most useful for that henchman's class.
- Henchmen advance in class level whenever their patron PC goes up one; however, unlike PCs the only increase on gaining a level is to take a talent from their original class or race; once all the class talents and race talents have been taken the henchman may no longer go up in level.



Friday, January 30, 2015

Long Ride to a Short Death, an adventure for Neo School Hack

Now that I've done some design work for Neo School Hack, I thought it only proper that I do a beginner adventure (sorry, no boxed set).

The adventure begins with our heroes relaxing together at a small riverside trading post.  They arrived here yesterday to await the post coach which will take them to the market town of ut-Frienne inland north of here.  The region between the river and the town is deserty wilderness and travel with other people by coach is much safer and faster than going it alone on foot.  A major combined festival and market day is starting at ut-Frienne tomorrow and the party member plan to attend.  It's a great place to have fun, buy items outside of the usual, meet interesting people, join in religious parades, and make lucrative arrangements.  [The players can decide whether they all came here together or arrived from separate places and got acquainted while waiting here.  They also can decide on what their individual reasons are for traveling to ut-Frienne.]



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While they relax on the veranda overlooking the river a river barge arrives, apparently one of the regular packet boats which travel up and down making deliveries and carrying passengers.  A few scruffy sailors are on deck and the old man who runs the trading post, Postmaster Battu, sends his young son Yanny down to help with the ropes.  However, one of the sailors leaps onto the small dock and holds a knife to Yanny's throat.  More pirates swarm up from the hold where they were hiding.  The leader of the river pirates, for that is what they really are, demands that the postmaster bring out his strongbox or the boy dies.  The fat old postmaster begs the heroes to rescue the young fellow.

River Pirates
Captain Sa-granet: AC 10, HP 3, 2d10 attack/sword, dagger, small shield, leather armor; treasure: 2d10 gp
Pirates (minions, two for each party member): AC 8, HP 1, 1d10 attack/sword, dagger, small shield; treasure: 3d6 gp

The post coach arrives from ut-Frienne just before noon.  Tierre the driver and Marchamp the guard, outlanders both, bring in a large wooden box with packages and scrolls mailed from the market town.  Two remarkably similar merchants in purple turbans alight and get their luggage and baskets of something from the back of the coach. [The two merchants, Ju-thoth and Chu-thoth, are wizards as well as merchants.  If the party asks, they have a spare scroll with the spell Darkvision which they will sell for 300 gp.]  The driver and guard each grab a quick mug of ale and it's back on the coach to return towards ut-Frienne; the players must pay 1 gp for the two-day ride.  [If asked, the two (human) coachmen are quite ready to regale the party with tales of the dangers ahead, most of which are greatly exaggerated but none totally fictitious.]

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The countryside is desert, but varying from sandy flats, to dunes, to scrub land, to cactus forest.  About two hours after leaving the post a band of masked marauders on camels gallops out of a cactus grove and heads for the coach, clearly intent on robbery or worse.

Camel Marauders
Chieftain: AC 12, HP 5, 2d10 attack/sword and 2 javelins; mail shirt and small shield; treasure: 6d6 gp
Marauders (two, plus one per party member): AC 12, HP 2, 2d10 attack/sword and 2 javelins; mail shirt and small shield; treasure: 3d6 gp

[The marauders ride up alongside the coach and throw all their javelins at the coachmen and passengers.  If no one is killed or badly wounded by the time they are out of javelins they break off the attack and retreat back into the cactus grove--they enjoy a good fight, but not if it's a fair one.  The marauders have a camp of tents deep in the grove.  Along with ordinary camping supplies they have a chest with 150 gp in coins, a bit of amber with an irridescent green beetle in it (120 gp), and a Heal potion (heals 1 HP).]

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Late in the afternoon, some hours after the contretemps with the marauders, a short but intense thundershower sweeps through the area.  As it passes they spot their destination for the first evening of the trip: an old abandoned caravanserai.  However there is a flock of huge vile vultures swarming around several carcasses near the gate-less entrance.  The vultures are hungry and flocks of the vile variety are extremely aggressive towards interlopers.

Vile Vultures
(one per party member) 1 HP, AC 10, 2d10 attack/beak; treasure: none

The "meals" which the vultures were swarming are the body of a male civilized humanoid, probably half-elf, and his pack mule (Shairat Ulumu and Stinky).  The body has a shortbow, a quiver with arrows, an elven shortsword, 32 sp and 4 cp on it, an old glazed tile with an ochre-on-white design of a stylized demon face, and a map.  The mule has sacks and pouches with two dozen hardtack biscuits, three full water skins, a small tent, lantern, two blankets, 50 feet of rope, an old sledge hammer, a frying pan, and a map.  [Hand players the no-labels dungeon map.  Pro tip: use of a real dead mule as a fun prop for this encounter is not advised.]  Despite the rain shower it is easy to see tracks indicating that the dead guy came from the northwest, where there is a mile of open scrub land leading to a large cactus forest.



Night begins to fall and the coachmen bring the coach into the courtyard of the caravanserai.  The walls of the old place delineate a square about 100 feet on a side, lined on the north and south sides with the remains of several roofless buildings.  Although abandoned long ago [when the well ran dry] it still makes for a useful overnight stopping place.  The coachmen cut fronds of deaththorn from nearby and arrange them in a barricade at the gate.

In the night a gaunte creeps up outside the gate, attracted by the smell of tasty horses.  It sniffs around the site of the dead guy and mule then sits motionless and observes for a while.  If only one person is awake in the camp it will attempt to sneak in, subdue them (reduce to 0 HP), then carry them off to eat later.  It has no interest in battle and will flee if confronted by two or more opponents (unless one or both is very badly injured).

Gaunte
AC 14, HP 6, two 2d10 attacks/claws; treasure: may be skinned for a lovely pelt worth 100gp
Shadowblend (constant): the rich black velvety fur of the gaunte allows it to blend into darkness almost anywhere in uncanny fashion, allowing it to reroll any failed rolls against anyone trying to spot it in the dark.
- The gaunte is a solitary nocturnal creature.  Its appearance is rather like a tall (8 foot) humanoid black panther, with long arms and deep yellow eyes.  Gauntes are almost as intelligent as people, making them exceptionally cunning predators.

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[If the party decides to follow the tracks to explore the dungeon on the map (which they should if they want to have any fun at all) the coachmen explain that they have to stay on schedule, but they will be back in four days.  Their route takes one more day to ut-Frienne, two days to go out and back to yt-Marbala, then one day returning from ut-Frienne en route to the trading post.]

The dead guy's trail leads northwest across the mile of scrubland to a cactus forest.  However, once in the forest the trail grows faint and peters out in a clearing.  There appear to be three possible traces continuing on from the clearing: one going northwest (with the craggy top of large jebel visible a couple miles beyond), one to the north, and one southwest (with the flat top of large jebel visible a couple miles beyond).

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Northwest trail: two miles of cactus forest and come to deep, narrow cleft in jebel which leads about 100 yards in to a small cave screened by dry brush.  A mother giant scarab is sleeping in the cave with her newly hatched swarm of hungry scarablings.

Giant Scarab
AC-14, 4 HP, two 2d10 attacks/claws; treasure: none

Scarab Beetle Swarm
AC-8, 4 HP, 3d10 attack,biting swarm
- Swarm/constant: it takes a lot of work to kill off a swarm of small critters; -2 to hit with non-magical ranged and melee weapons.

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South west trail: three miles of cactus forest, ambush by guardian cactus sprites (small humanoid intelligent cactus people) on the way, then up a winding path to a Painted Stones Shrine atop the jebel to an elemental dust devil.

Cactus Sprites
AC 10, HP 2, 2d10 attack/spears; treasure: necklace of shiny rocks (1d10 gp)
Ouch, Spikey (constant): cactus sprites are covered in inch-long cactus spines which cause 1 wound to anyone grappling with them.
- there will be one sprite per player character

Elemental Dust Devil
AC-12, HP 8; treasure: 2 matching yellow gems (5d10 gp)
Gravel Storm/constant: the dust devil is a constantly whirling cloud of dust and gravel; anything in a 10 foot radius must make a Daring save or take a wound and be blinded for one round.
Rock Toss/focus: the devil forms a heavy rock and tosses it up to 50 feet; does 2 wounds

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North trail: one mile of cactus, then a very ancient tomb with the stone door recently smashed open by an old sledgehammer (by the dead guy); see the Forgotten Tomb below.

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The Forgotten Tomb of Ra-Nefesh IV

[Doors: all the doors in the tomb are large, heavy, and made of bronze with a fairly clever lock.  Each door is AC 14 with 3 HP, but light weapons and pokey/stabbing or slicing weapons cannot do significant damage.]

Portico: Two life-sized stone statues of lions on platforms flank an open doorway on a now roofless portico.  A pair of stone doors lie in ruins, smashed open quite recently.

Shersher (animated stone lions)
AC 14, HP 3, two 2d10 attacks/claws; treasure: none
- Shersher are magical statues place to protect places; the two here will activate only if someone tries to leave with the royal signet amulet from the Royal Crypt of Ra-Nefesh IV .

Antechamber: This room is dominated by a large statue (10' tall)  of Ra-Nefesh IV.  The faded wall frescoes show Ra-Nefesh IV living in power and luxury as a lord over servants, soldiers, slaves, and captives.

West Hall: this wide, dusty hallway has frescoes on both walls, showing a funeral procession of mourners, headed away from the antechamber.  There are a few scattered human bones on the floor.  [Trap: a floor tile halfway down the corridor has a lever under it which triggers dart tubes in the ceiling when stepped on.  An Awareness check can spot the trap.  If triggered, all creatures in a 10' x 10' area must make a Daring save to avoid being hit (for 1 wound).]

East Hall: this wide, dusty hallway has frescoes on both walls, showing a soldiers marching in formation, headed away from the antechamber.  There are a few scattered human bones on the floor.  [Trap: a 20' section of the floor halfway down the corridor has poison dust instead of normal dust, which is stirred up as creatures walk over it.  An Awareness check can spot the trap.  If triggered, everyone in the section must make a Brawn save or take one wound that round and another the next round.]

West Ossuary: this large hall has a high arched ceiling and six stone pillars, flooded to a depth of 3 feet, probably by seeping groundwater.  The walls have multiple rows of large slots with bones piled in them.  There are also bones on the floor to a depth of 2~3 feet.  These are probably the bones of the mourners at Ra-Nefesh IV's funeral who were depicted in the frescoes in the hallway.  The water and piled bones restrict movement to half normal walking pace.  [Two rounds after a living humanoid enters the room, skeletons will arise from the bone piles and attack. Initially two will arise for every living creature in the room, plus one more each round that they remain in the room.  The skeletons will not leave the room and collapse back into bones once an hour has passed with no living creatures in the room.]

Skeleton Mourners (minion)
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
AC 10, HP 1, 1d10 attack/clawed bony fingers; treasure: small gold trinket (1d6 gp)

East Ossuary: this large hall has a high arched ceiling and six stone pillars.  The walls have multiple rows of large slots with bones piled in them.  There are also bones on the floor to a depth of 2~3 feet.  Scattered in amongst the bones are helmets, spears, and shields.  These are probably the bones of the soldiers at Ra-Nefesh IV's funeral who were depicted in the frescoes in the hallway.  [Two rounds after a living humanoid enters the room, skeletons will arise from the bone piles and attack. Initially two will arise for every living creature in the room, plus one more each round that they remain in the room.  The skeletons will not leave the room and collapse back into bones once an hour has passed with no living creatures in the room.]

Skeleton Soldiers
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
AC 10, HP 1, 2d10 attack/spear, shield; treasure: small gold helmet badge (1d8 gp)

Hall of Noble Pillars: This room is a massive ceremonial funeral hall.  At the south end is a large (20') richly painted and gilded statue of royal pharaoh Ra-Nefesh IV.   It faces down between two rows of thick pillars carved to look like noble lords and ladies, males on the east and females on the west.  [Trap: nobles were strictly segregated by gender at court functions.  If a male humanoid enters the west half of the hall or a female one the east half of the hall then they must pass a Commitment save or be teleported back to the Portico.  Also, four mummified priests wander here still fulfilling their sacred oath to protect the tomb from defilers and the unrighteous.  They will attack anyone carrying a gold trinket or badge from either ossuary and anyone not of LN alignment.  There are 50% more priests than party members.]

Mummified Priests

AC 12, HP 3, 2d10 attack/mace; treasure: a polished silver skullcap (100 gp) and matching bracelets (25 gp each)
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
- Bonecurse (focus, encounter): casts a curse on one victim (30' range); if victim does not pass a Commitment save their bones warp for one day (24 hours), causing a -2 to all rolls for physical activity during that period.

Tranquil Grotto: This round, domed room has a deep pool of beautifully clear water in the center.  Lovely frescoes on the ceiling depicting the smiling goddess Hathor surrounded by rosy clouds.  [Trick: a drink of water from the sacred pool bestows +1 Commitment; a person may receive this benefit only once per day.]

Chamber of the Ancestors: this rectangular room is entirely lined with slabs of blue-and-white marble, giving the impression that it is floating amongst the clouds.  Halfway down the room a statue stands in an alcove on either side.  The statues are of fierce armored sebeki (crocodile people) warriors with spears and shields.  The rest of the room is blocked off by a hanging tapestry showing condemned souls burning in lakes of hell fire.  [Trap: the tapestry is a warning to those who would continue on and desecrate the final resting place of Ra-Nefesh IV.  The statues will blast anyone getting between them with magical frost (Commitment save or take 1 wound from each statue).  The magicked marble statues are AC 16 with 3 HP.  Their magic cold attack can be neutralized by casting any fire-based spell on them or casting any water-based spell on them in reverse.  The tapestry is also deadly: anyone touching it (even if wearing gloves, etc.) must make a Brawn save or be paralyzed for one week by the poison dust on it.]

Royal Crypt of Ra-Nefesh IV: This room contains a large stone sarcophagus of dark gray granite containing the mummy of the pharaoh.  The walls and ceilings are completely covered in frescoes of the finest quality showing the pharaoh enjoying the afterlife in grand style.  In each corner is a tall bronze urn.  If anyone disturbs the sarcophagus or the urns the mummy of the pharaoh will push off the massive stone lid and attack any living creatures.  He will pursue throughout the tomb, but not leave it.

Royal Pharaoh Ra-Nefesh IV
AC 12, HP 10, 2d10 attacks/heavy mace (2 wounds); treasure: magic +1 heavy mace, 4 bronze urns with 250gp each, royal signet amulet (gold and carnelian, 500gp), 1d6 ancient historical scrolls (50gp each)
- Creepy Undead/encounter: On first meeting, Commitment check or freeze for a turn
- Mummy's Curse/encounter: all opponents nearby must make Commitment save or -2 to all rolls until the mummy is destroyed
- Touch of Death/constant: the mummy may attack with an open hand (in addition to a normal attack with mace); if successful, victim must pass a Commitment save or the mummy drains 2 HP from the victim and adds them to its own HP
- Bonecurse/focus, encounter: casts a curse on one victim (30' range); if victim does not pass a Commitment save their bones warp for one day (24 hours), causing a -2 to all rolls for physical activity during that period.





Wednesday, January 14, 2015

StarCraft School Hack: a StarCraft hack of Old School Hack

Right, so probably my favorite computer game of all times was the old StarCraft and the Brood War expansion from Blizzard Entertainment.  Thus it seemed only right, since I'm currently on an Old School Hack hack rampage, to do up the basic units from StarCraft in OSH form.  I'm figuring for a game the players decide on one of the three factions and play one of the "classes" for that faction.

A word on speeds and ranges.  Rather than get bogged in exact speeds and distances, I created simple relative categories.  Speed categories are slow, medium, or fast.  Range categories are melee, short, medium, long, and very long.  Also, a special thanks to the StarCraft wiki for making all the info for this posting way easier to make than digging it all out on my own.

Terran

Marine "Gimme somethin' to shoot!"
HP: 5
AC-12
Speed: medium
C-14 rifle: 2 x 2d10 ranged attacks, 1 wound, long range
  • U-238 Rounds/constant: increase range to very long
  • Ah! That's the stuff!/encounter: inject a stimpack and lose one HP but get one additional attack per round for 3 rounds
  • Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
  • Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)

Firebat "Wanna turn up the heat?"
HP: 5
AC-13
Speed: slow
Perdition flamethrower: 1 x 2d10 ranged attack, 3 wounds, short range
  • Ah! That's the stuff!/encounter: inject a stimpack and lose one HP but get one additional attack per round for 3 rounds
  • Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
  • Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)

Medic "Where does it hurt?"
HP: 5
AC-12 (AC-10 and +2 shield)
Speed: medium
Cadeuceus Wand: you have a nanite healing instrument which works great, but not as reliably as people would like; roll 1d10, on 3-10 you heal an injured person of 1 wound, on 1-2 nothing happens
  • Cadeuceus Reactor/constant: upgrade to Cadeuceus Wand making it reliable, no roll necessary on use.
  • Restoration/constant: upgrade to Cadeuceus Wand so you can heal more status effects such as neutralizing poison, and curing blindness.
  • Optic Nerve/encounter: you acquire an A-13 grenade launcher with flash grenades; all creatures near the grenade must make a Commitment save or be blinded for one hour
  • Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)

Protoss

Zealot "Honor guide me!"
HP: 8
AC-12
Shield HP: 5
Speed: medium
Psi-blades: 2 x 2d10 melee attacks, 3 wounds
  • Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
  • Plasma Shields/encounter: add 1 to HP (maybe taken up to 3 times)
  • Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)
  • Leg Enhancements/constant: increases speed to fast

Dragoon "Make use of me!"
HP: 8
AC-12
Shield HP: 6
Speed: medium
Phase Disrupter: 1 x 2d10 ranged attack, 4 wounds, long range
  • Ground Armor/constant: add 1 to armor class (maybe taken up to 3 times)
  • Plasma Shields/encounter: add 1 HP (maybe taken up to 3 times)
  • Ground Weapons/constant: add 1 to attack rolls (may be taken up to 3 times)
  • Singularity Charge/constant: increase range to very long

Zerg

Zergling
HP: 3
AC-10
Speed: slow
Claws: 1 x 2d10 melee attack, 1 wound
Burrow/encounter: burrow quickly into the ground to hide; cannot be attacked while underground but is still aware of the presense of ground units nearby
  • Carapace/constant: add 1 to armor class (maybe taken up to 3 times)
  • Melee Attacks/constant: add 1 to attack rolls (may be taken up to 3 times)
  • Metabolic Boost/constant: increases speed to fast
  • Adrenal Glands/encounter: two extra melee attacks per round

Hydralisk
HP: 7
AC-10
Speed: slow
Needle spines: 1 x 2d10 ranged attack, 2 wounds, long range
Burrow/encounter: burrow quickly into the ground to hide; cannot be attacked while underground but is still aware of the presense of ground units nearby
  • Carapace/constant: add 1 to armor class (maybe taken up to 3 times)
  • Missile Attacks/constant: add 1 to attack rolls (may be taken up to 3 times)
  • Muscular Augments/constant: increases speed to medium
  • Grooved Spines/constant: increase range to very long

Sunday, January 4, 2015

Old School Hack: In Your Face!

Okay, so Old School Hack doesn't have "critical hits" it has "Face Hits", which is a much more evocative term: you've been hit "in the face".  Now, a lot of games have tables for additional special effects after a character suffers a critical hit.  I thought a quick, simple table of that type for OSH would be fun.

Roll 1d12
  • 1 -4 = Limp: For the next hour, your movement speed is half normal walking speed; no running or jumping allowed.
  • 5 - 8 = Stunned: For the next three rounds, for all rolls, roll twice and take the worse result.
  • 9 - 10 = Concussion: For the next hour, for all rolls, roll twice and take the worse result.
  • 11 - 12 = Bleeding: You suffer a wound from bleeding each round until healed or bandaged.

Saturday, January 3, 2015

Dungeony Door Rules for Old School Hack

One thing you "need" for a D&D sytle game, particularly if it will involve dungeons, is rules for doors and other obstacles which need bashing.  Below are some guidelines for that sort of thing for Old School Hack.  There are lots of kinds of doors, etc. but most doors cannot be significantly damaged by light weapons (wooden quarterstaff, dagger, etc.) or most stabby weapons (spear, arrow).  Just imagine trying to break through your front door by shooting arrows at it.  Therefore light and stabby weapons cannot be used on doors (unless, maybe, they're magic).  Directly applying Brawn works, but may take quite a bit of effort, measured here by how many successful checks you need to finally bash/bend/lift/bust the object in question.  Bashing with Brawn doesn't mean you totally destroy the object, just damage/unseat it enough to allow convenient passage.
  • Ordinary Wooden Door: AC 8//1 HP//Brawn successes: 1
  • Heavy Wooden Door: AC 8//2 HP//Brawn successes: 2
  • Bronze Door: AC 12//3 HP//Brawn successes: 3
  • Iron Door: AC 14//4 HP//Brawn successes: 4
  • Mythril or Adamantite Door: AC 16//5 HP//Brawn successes: 5
  • Bend Bars: AC 12//3 HP//Brawn successes: 1
  • Lift Gates: AC 12//3 HP//Brawn successes: 2
  • Bust Chains/Manacles : AC 12//3 HP//Brawn successes: 2

Tuesday, December 2, 2014

Old School Hack: hacking Final Fantasy

Okay, so another game I've enjoyed in the past is Final Fantasy Tactics Advance (for the Gameboy Advance, if you can remember that far back).  This is another game which lends itself well to OSH-erization.  So here's an OSH styling of the White Mage class from FFTA.

Cura by fivetinsoldiers (on deviantart.com)

Racial Limitations: Hume, Viera, or Nu Mou only.

Armor: not allowed to wear armor or shields

Weapons: staves only

White Mage Talents
Cure/encounter: heals person of 1 wound; or deals 1 wound to undead

Cura/encounter: heals person of 2 wounds;or deals 2 wounds to undead; prerequisite talent: Cure

Curaga/encounter: heals person of 3 wounds; or deals 3 wounds to undead; prerequisite talent: Cura

Esuna/focus, encounter: cure status ailments such as blindness, poisoned, paralyzed, etc.

Life/focus, rested: revive an ally who has 0 or less HP (but not dead), also heals up to 2 wounds; maybe used on undead to deal 4 wounds

Full-Life/focus, rested: revive an ally with 0 or less HP (but not dead), also heals all wounds; or deals maybe used on undead to deal 6 wounds

Auto-Life/focus, rested, unique: placed on a creature ahead of time, automatically activates the spell Life on them when they drop to 0 or less HP (but are not dead); a White Mage may only have one Auto-Life bestowed at any one time.

Shell/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 1 wound; lasts 10 minutes or one action scene

Shella/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 2 wounds; lasts 10 minutes or one action scene; prerequisite talent: Shell

Shellaga/focus, encounter: provides a holy protection shell which reduces any magical damage to the protected person by 3 wounds; lasts 10 minutes or one action scene; prerequisite talent: Shella

Protect/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 1 wound; lasts 10 minutes or one action scene

Protecta
/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 2 wounds; lasts 10 minutes or one action scene; prerequisite talent: Protect

Protectaga/focus, encounter: provides a holy protection aura which reduces any physical (non-magical) damage to the protected person by 3 wounds; lasts 10 minutes or one action scene; prerequisite talent: Protecta

White Mage Staffs
  • Judge Staff - a White Mage may bestow Shell once per day by using this holy staff.
  • Guard Staff - a White Mage may bestow Protect once per day by using this holy staff.
  • White Staff - a White Mage may cast Cure once per day by using this holy staff.
  • Cheer Staff - a White Mage may bestow Auto-Life once per day by using this holy staff.
  • Cure Staff - a White Mage may cast Cura once per day by using this holy staff.
  • Pure Staff - a White Mage may cast Esuna once per day by using this holy staff.
  • Spring Staff - a White Mage may cast Curaga once per day by using this holy staff.
  • Bless Staff - a White Mage may cast Life once per day by using this holy staff.
  • Nirvana Staff - a White Mage may cast Full-Life once per day by using this holy staff.

Sunday, November 30, 2014

DOTA School Hack: Initial Concept

Okay, so I've been mulling over various ways to structure character classes and certain monsters for my Neo School Hack of Old School Hack.  OSH gives six unique talents per class, with the option of "multiclassing" by taking talents from other classes as you level up.  OSH doesn't provide for improving talents you already have, although there is a talent or two which you could take more than once to stack the effects.  Andrew Shield's Fictive Hack has some great talent improvement ideas.

But I was thinking about the ability (talent) structure in Warcraft III and the later derivative multi-player arena game Death of the Ancients (DOTA).  In Warcraft III each hero had a basic attack which was ranged or melee, three spells or abilities with three levels each, and an ultimate ability which unlocked once you'd bought all the nine ability levels below it.  So what if we adopt that structure of "three of three, plus one ultimate" for OSH?  One of my favorite heroes was the Naga Sea Witch.  She had a regular ranged bow attack, core abilities of forked lightning, frost arrows, and mana shield, plus an ultimate tornado spell.

Lady Vashj by strannytsa (at deviantart.com)

In OSH terms we could build her like this:

HP: 3, plus 1 per level to a maximum of 12 HP
AC: 12, plus 1 every three levels to a maximum of AC 15
Attack: Bow, 1 x 2d10, 1 wound; gain one extra attack at level 6
Attack: Dagger, 1 x 3d10, 1 wound ; gain one extra attack at level 6

Frost Arrow 1/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +1 wound of damage and enemy moves at half speed and must pass a Brawn save to make other actions.

Frost Arrow 2/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +2 wounds of damage and enemy moves at half speed and must pass a Brawn save at -1 to make other actions.

Frost Arrow 3/encounter
- Imbue an arrow with magical frost, doing extra damage and slowing the victim; +3 wounds of damage and enemy moves at half speed and must pass a Brawn save at -2 to make other actions.

Forked Lightning 1/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.

Forked Lightning 2/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 2 wounds to each; a Daring save dodges 1 wound of damage.

Forked Lightning 3/focus,encounter
- Blast of magical forked lightning strikes three targets in a 60 foot long, 45-degree cone, doing 3 wounds to each; a Daring save dodges 1 wound of damage.

 Mana Shield 1/encounter
 - Radiate mana in a swirling shield which absorbs damage; will absorb two wounds of damage and then dissipate.

Mana Shield 2/encounter
 - Radiate mana in a swirling shield which absorbs damage; will absorb three wounds of damage and then dissipate.

Mana Shield 3/encounter
 - Radiate mana in a swirling shield which absorbs damage; will absorb four wounds of damage and then dissipate.

Tornado/ultimate, focus, rested
- Unleash a magical ocean tornado at a spot up to 90 feet away; raging wind and salt water toss everyone with in a 30 foot radius up 30 feet into the air and brutally buffet them; creatures take 3 wounds per round for two rounds, but a Brawn save each round will reduce the damage by 1 wound; objects in the tornado's radius also take similar damage but get no save; on the third round all creatures and objects in the tornado fall to the ground, suffering a further wound but get a Daring save to land safely.

This structure takes character classes in a definite direction.  Each now has four different talents (three core and one ultimate) instead of six.  So, less variety but more depth per talent plus a very powerful ultimate if you stick with the class.  Multi-classing would be taking the first level of a core talent from another class. This multi-class talent replaces one of your original core talents and so you must have one core talent available in which you have not taken any levels--which also means you cannot multi-class after level seven.  You could limit each PC to just ten levels, resulting in a quick ramp up in abilities (but capping the overall power level) or maybe go up to level 20 with talent buys only allowed at odd levels.


In addition to PCs, this template would work well for monsters--particularly intelligent creatures which are likely to show up as "boss" monsters.  It allows you to easily scale up the creature to the PCs' levels and provides a bit of uncertainty as to what exactly the creature's abilities will be at a given level.

Saturday, November 22, 2014

Neo School Hack: Icons (13th Age style)


So I've read a bit about the game 13th Age by Pelgrane Press.  I'm not sure I'll buy it (never say never) but I do like the idea of "Icons" from the game.  As the SRD explains, icons are "Powerful factions that exert their will on the realm in some way or another."  Now, I've used factions in campaigns before.  They are great for providing the driving forces for the overarching plot lines.  They can be good, neutral, evil, chaotic, plaid, whatever.  The PCs may be working for or against multiple factions at any given time.  13th Age makes this explicit right up front with its Icons.  So I thought I'd experiment with a set of Icons for my "Anubia" setting for Neo School Hack.

The Sphinx
- The Sphinx sees all and knows all.  She is mistress of secrets and possessor of hidden things.

The Mummy King
- The mummified remains of a pharaoh so ancient that none but he remembers his name.  He does, however, remember lore from the very earliest age.  The Mummy King is lord of all mummies and commands a host of undead servants

The Pharaoh of the North

- The Pharaoh of the North is proclaimed true pharaoh of all Anubia.  Death to the false, so-called Pharaoh of the South.

The Pharaoh of the South
- The Pharaoh of the South is proclaimed true pharaoh of all Anubia.  Death to the false, so-called Pharaoh of the North.

The Archpriest of Set
- Set is a god from a place of power beyond Anubia and the Archpriest is his right hand on this earth.

Ali Baba, Prince of Thieves
- His title says it all, Prince of Thieves, for that is what he is.  Few know his real name but double cross him and you'll know all about his wrath.

The Nomad Lord
- The tribes who roam the desert bow to no man.  But this one is a natural leader and wise councilor.

The Reaver King
- They say the Sea Peoples who raid the coast of Anubia from the north and sometimes even dare defile the Holy River with their ships.  There is among the many fleets one strong enough to claim the title of king.

The Dwarf Matriarchs
- The women of the dwarvish clans are few in number but great in wisdom.  The council of nine matriarchs may lead rival clans but they know when to ally against outsiders.

The Tree of Life (Ent of Ages)
- Deep in a forest far to the south is the ancient living tree which is the oracle of the elvish peoples.  Its roots reach deep in time and wide in space yet still it walks.  No one knows how ancient it is.

The Mother of All Crocodiles
- The Holy River is deeper than you know and in those depths waits the Mother.  Some say she is the First Daughter of the god Sobek, others that she is his mother.  The river is her domain and all crocodiles are her children.

The Mistress of the Dance
- She goes where she will, dances to her spirit, and none can resist her.  The schools of houris and dervishes all listen for her whispered commands.

The Hyena Lord
- Deep in the desert he gathers the scattered bands of the hyena-born and bends them to his will.  They fear him and obey him--mostly when he leads them to war, massacre, and plunder.

Neo School Hack: Engelings and Teuflings

Okay, so I'm back on the righteous path of my hack of the esteemed Old School Hack.  This bit is a deviation from the Anubia campaign material I was developing but I wanted to do some stuff for my work-in-progress campaign world.  That world features a period called the War of Angels and Demons during which demi-god beings from another dimension called demons and angels left their mark on the world in many ways--including the bloodlines of mortal beings.  The classic D&D aasimar and tiefling player races fit the bill perfectly here, but I need to adapt them to Neo School Hack.  Also, I've never liked the name "aasimar", because an angelic creature shouldn't have a name with "ass" on the front of it.  No, it should not.  Anyway, as with the previous races presented each one has racial talents which can only be taken by characters of that race.  Given that these races have a bit of the hallowed/fel within them which could manifest in many ways in a mortal I gave them each six talents to choose from rather than the usual three--but they can only ever take a maximum of three from those six.

Teufling (those with demonic ancestry)

There's One Born Every Minute/focus: detect Good
Can't Catch Me/constant: +1 bonus to Daring rolls
Nether Umbra/focus, encounter: aura of deep darkness, 20' radius; 1 minute or instantaneous nullification of light spells
Venom Veins/constant: poisonous blood
Boo!/rested: suddenly contort your face in a horrific (but painful) manner; +2 to rolls frighten or intimidate
Tail of Woe/constant: you have a long devil tail (not prehensile nor strong enough to use as a weapon by itself)

Engeling (those with angelic ancestry)
Something Wicked This Way Comes/focus: detect Evil
Pure Blood/constant: +1 bonus to resisting disease
Strongheart/constant: +1 bonus to Commitment rolls
Heavenly/focus, encounter: +2 bonus to Charm
Like an Angel/focus, encounter: bright golden light in the shape of a halo or wings (pick one on taking this talent) sheds light, 20' radius; 1 minute or instantaneous nullification of darkness spells
Chicken Soup for the Soul/focus, rested: cure one disease on someone






Saturday, October 4, 2014

Neo School Hack - Gods & Goddesses of Anubia

Okay, so I wanted to present the domain spells and a few other details for each of the gods and goddesses of Anubia for my Neo School Hack rules.  The basic format I chose was each deity having six unique domain spells which only clerics of that deity may cast.

Each god and goddess has certain symbols but there are also universal holy symbols.  The Was Sceptre (or Staff) is the symbol of ruling or command; a cleric in possession of one gets to add +1 to any roll based on Charm.  The Ankh is the symbol of life; a cleric in possession of one gets to add +1 to any roll based on Commitment or increase the effects of any healing spell by +1 HP.  The Sistrum is the symbol of music and merriment; a cleric in possession of one gets to add +1 to any roll influencing positive emotions; some talents also provide for a bonus if a sistrum is played.

Bastet
Symbol: cat, sistrum
- Purr Charm/focus: with a bit of sweet-talking and a purr in your voice you can usually beguile people into seeing things your way; +2 to Charm checks to persuade
- Summon Celestial Lioness/focus-rested: one of the goddess' pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Lioness
AC-12
HP:  3
2d10 attack: bite

- Goddess Within/focus-encounter: celestial lioness may cast Remove Disease, Exorcism, Scary Hiss, or Prowl as a cleric of Bastet
- Remove Disease/focus-encounter: with a prayer and pawing gestures you remove one disease from one victim
- Exorcism/focus-encounter: by hissing and making yourself look big and scary you drive out spirits haunting a thing or place or possessing a person; requires a Daring check (with +2) against the spirit's Commitment
- Scary Hiss/focus: winning a Daring check (with +2) against target's commitment and they run away scared; works automatically against minions
- Prowl/continuous: +1 to Cunning checks to sneak around stealthily

Hathor
Symbol: cow, sistrum
- Milk of the Sacred Mother/focus-rested: you pour out holy milk from your cupped hands (up to one pint); it is delicious warm milk which can cure one wound (once per imbiber per day) but also affects undead and other evil creatures as holy water
- Joy Dance/focus: you dance for joy and all those nearby feel it; removes negative emotions such as fear, sadness, despair, anger; creatures may resist with opposed roll of their Commitment vs. cleric's Charm (at +2)
- Horns of Goring/focus: large glowing cow horns sprout from your head, remaining for one minute or one action scene; you may use them to attack, bash things, or just show off (+1 to Brawn checks to intimidate)
- Create Cloud/focus-rested: draw on Hathor's powers as a sky goddess and create a dense cloud with a 30-foot radius; it is so dense that vision is reduced to one foot; lasts 10 minutes or one action scene
- So Hawt/focus-rested: with appropriate moves and a whispered prayer you become irresistible to one creature for one minute or one action scene (creature may attempt to resist with Awareness roll against cleric's Charm roll +2)
- Hew Tunnel/focus-rested: Hathor is patron of miners and with this miracle you create a tunnel 30 feet long and 10 feet wide through natural rock and earth; it lasts only 10 minutes unless professionally shored up with framing of timber or other durable materials

Horus
Symbol: falcon, Wedjat eye
- Sunlight/focus-rested: a ray of sunlight shoots from your right eye; does 1 wound to creatures vulnerable to sunlight
- Moonlight/focus-rested: a ray of moonlight shoots from your right eye; revealing invisible creatures and dispelling illusions (Commitment roll vs. caster's Cunning); lasts 1 minute
- Headlight Eyes/focus: beams of gold and silver light shine from both eyes, providing illumination in darkness (even magical darkness) out to 30 feet; lasts 10 minutes or one action scene
- Wedjat Eye/focus-encounter: you draw the sign of the Wedjat Eye in the air or on a surface, where it glows; evil creatures must succeed at a Daring roll vs the cleric's Commitment roll (with +2) to overcome or will be unable to approach within 30 feet; lasts one action scene or if cast outside of an action scene will last 24 hours or until overcome
- Falcon's Wings/focus-rested: cleric sprouts a set of magnificent falcon's wings; can fly for one action scene or one minute.
- Royal Command/focus-encounter: by the power of Horus you command one creature to obey a one-word command (Save: target's Commitment or Daring vs. Cleric's Brawn or Charm with +2)

Mayet
Symbol: ostrich feather
- Truth Tell/focus-encounter: Target must save (Commitment or Cunning vs. cleric's Commitment at +2) or must tell the truth for the next 10 minutes.
- Soul Balance/focus: the alignment of one creature is revealed to you
- Summer Heat/focus-rested: you evoke the heat of noon in the height of summer; victim must make Brawn check or collapse sweaty and exhausted for 1d6 turns
- Winter Frost/focus-rested: you call down the frost of a deep winter far away; victim must make Brawn check or move frozen at half speed for 1d6 turns
- Spring Showers/focus-rested: you summon a sudden rainstorm, creating a magical mud puddle; victims in the storm will be soaking wet and any in the mud must make Brawn check or be stuck there for 1d6 turns
- Autumn Winds/focus-rested: you call up a small area of intense blustery winds and swirling dry leaves; any in the area must make a Daring check or be baffled and confused for 1d6 turns

Isis/Iset
Symbol: throne, sun disk with cow's horns
- Charm Person/focus: the glow of the goddess entrances your listener and makes them amenable to your wishes; a successful Charm (with +2) and they'll go along with anything (for one action scene or 10 minutes) which doesn't involve violence
- Resurrection/rested-focus:  with 10 minutes of prayer and chanting you lure the spirit of a recently deceased (one hour per level of caster) person back to their body; does not heal any injuries to the body.  Unwilling spirits may attempt a Commitment to Commitment contest to resist.
- Healing Glow/rested-focus: all friendly creatures within 10 feet heal one wound
- Plant Growth/focus: all plants in a 30-foot radius double in size; if no existing plants, a lush thicket of ordinary bushes or grasses will sprout (flowers optional); lasts 10 minutes or one action scene
- Kite (bird) Transform/rested-focus: you transform into a bird (kite) for 10 minutes or one action scene
- <pick one Wizard spell; may not be changed later>

Khepri
Symbol: scarab beetle, blue lotus
- Busy Beetle/focus-encounter: you perform any normal work task at double speed
- Stench of Dung/encounter: you emit a repulsive stench of dung, affecting living creatures out to 30 feet; all in area must pass a Brawn or Commitment save (at -2) or be incapacitated throwing up and retching
- Summon Scarab Swarm/focus-encounter: you summon a scarab swarm; can either burst forth from the environment (earth/wall/etc.), pour out of an object, or be spewed from cleric's mouth; lasts 10 minutes or one action scene
- Chitin Armor/focus-encounter: your body grows a layer of thick beetle chitin armor; you look creepy but gain +1 AC; lasts 10 minutes or one action scene
- Early to Rise/rested: the power of the dawn energizes you; temporarily gain 1 AP which lasts until dusk
- Summon Giant Scarab Mount/focus-rested: a giant scarab burrows up from somewhere and serves as a riding mount for just the cleric for 24 hours

Anubis
Symbol: flail, black jackal
- Command Mummy/focus-rested: mummies respect Anubis; if you succeed in a Commitment check (with +2) against a mummy it will obey you for one hour; can only be used on one particular mummy once in 24 hours
- Mummify/focus-rested: by the power of Anubis you mummify a creature dead no more than three days; it will remain preserved for 100 years; may be cast in reverse to de-mummify a mummified creature, with undead mummies taking 2 wounds
- Sanctified Repose/focus: you infuse a creature dead no more than 1 hour with holy energies, preserving it for 24 hours; also heals any negative wounds the creature may have (bringing it to 0 wounds)
- Soul Speaker/constant: you can converse with the dead; those unwilling to converse may be compelled by succeeding at a Commitment check (with +2)
- Necroshield/focus: you create a 10 foot radius shell which repels undead, but they may attempt to enter with a Commitment contest (but with +2 for the casting cleric); lasts 10 minutes or one action scene
- Summon Anubi Angel/focus-rested: summon an angelic anubi servant of the Anubis; it is yours to command and will stay around for 10 minutes or one action scene
Anubi Angel
AC-12
HP:  2
2d10 attack: flail

- Double-Sanctified Repose/focus-rested: cast by Anubi Angel, as Sanctified Repose, but recipient may have been dead up to 2 hours and will be preserved for 48 hours

Apep
Symbol: snake or dragon
- Dragon Speak/constant: you know the language of dragons
- Chaos Shadow (darkness and confusion)/focus-encounter: a 30 foot radius area of swirling chaos shadow appears around the caster; all creatures in the chaos must make a Commitment save (at -2) or have vision reduced to 10 feet (20 feet for creatures with low light level vision) and suffer -2 to all rolls; lasts 10 minutes or one action scene
- Chaos Fang/focus-rested: you grow a set of viper fangs, with venom; if you succeed in a bite attack the victim must pass a Brawn save or lose a wound and be blinded for an hour
- Blindness/focus-rested: victim must make a Commitment save (at -2) or be blinded for 1 hour
- Hypnotize/focus-encounter: victim must make a Daring save or follow the caster's commands for up to 1 hour.  Victim moves at half speed and cannot fight or cast spells.  If victim suffers any pain or injury they are allowed another Daring save to recover their wits.
- Eclipse/focus-rested: all illumination (including the sun if outdoors in daylight) dims in a 100 foot radius such that vision is reduced to only 5 feet (or 10 feet for creatures with low light level vision); lasts 10 minutes or one action scene

Ra
Symbol: sun disk, hawk
- Noon Sun/focus-rested: the area around the caster is lit with brilliant noontime sunlight from above in a 50' radius; lasts 10 minutes or one action scene
- Solar Halo/focus-encounter: a bright sun disk appears just behind the caster's head, shining brightly ahead in a beam; anyone looking into the beam must pass a Commitment check or be blinded for 1d6 turns
- Falcon Sight/continuous: you have the amazingly keen sight of a falcon, allowing you to see clearly 5 times as far as a normal person; lasts 10 minutes
- Heroism/focus-encounter: the glories of the hero-god fill you (gain +4 on any Commitment or Daring checks; lasts 10 minutes or one action scene)
- Wings of Ra/focus-rested: you grow huge hawk wings allowing you to fly (for one action scene or 1 minute)
- Summon Celestial Falcon/focus-rested: you summon a feathered companion of Ra; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Falcon
AC-12
HP:  2
2d10 attack: talons
- Terrible Talons/encounter: celestial falcon attacks by diving from the sky (at least 50' up), gaining +2 to attack and doing +1 wound

Set
Symbol: Was sceptre
- Darkness/focus: cast 50' radius area of unholy total darkness, impenetrable except for the light of the Noon Sun spell (and even then the casters will engage in a Commitment contest to see which spell prevails); lasts 10 minutes or one action scene
- Storm of the Wastes/focus-encounter: conjure up a wild storm with wind, rain, and thunder with a radius of 50'; all creatures in the area are -4 to attribute checks unless they can first pass a check with that attribute; normal flames are extinguished, everything is soaking wet, and soft earth turns muddy; lasts 10 minutes or one action scene
- Shadow Plague/focus-rested: you inflict a victim with a horrible unholy plague, with huge boils causing 2 wounds and unconsciousness for one hour (victim allowed a Commitment save at -2)
- Command Murder (Psycho Killer)/focus-rested: command one creature within 50 feet to commit murder against one other creature; victim is allowed a Commitment check to refuse to kill a friend or loved one, otherwise a Daring check; lasts 24 hours or until designated victim is dead
- Dismember/focus-rested: conjuring a shadowy blade, lop off a victim's major bodily appendage (hand, leg, foot, wing, tentacle, etc.); victim allowed a Cunning save to evade or lose the appendage and two wounds; range 30 feet
- Raise Undead/focus-rested; you animate a dead creature and bend it to your will; requires a creature still reasonably bodily intact; does not work on creatures protected by the Anubis cleric domain spells of Mummify or Sanctified Repose

Sekhmet
Symbol: lioness, red linen
- Ward Disease/focus: drawing on the protection of the goddess you ward one person from disease for an hour
- Heal Battle Wounds/focus-encounter: you heal up to two wounds on one recipient, but only if those wounds were suffered in combat
- Lion Head/focus-encounter: your head transforms into that of a lion, with big pointy teeth capable of inflicting a wound; lasts 10 minutes or one action scene
- Party Girl/continuous: the clerics of Sekhmet are always ready for a wild good time; +2 to Charm, Daring, or Cunning checks during carousing, parties, concerts, club scenes, and similar situations.
- Blood Rage/focus-encounter: the goddess roars within you, granting you +1 attack per round for the next 1d6 rounds
- Flame Blaze/focus-rested: you conjure the heat of battle itself and blast an enemy (range 30', causes 2 wounds, victim may attempt a Daring save)

Sobek
Symbol: crocodile, river
- Sobeki Friend/continuous: crocodiles and other crocodilian creatures will always initially treat you as a friend
- Crocodile Jaws/focus-encounter: you grow a fearsome set of crocodilian jaws (or your teeth get much larger if a sobeki); on a successful attack you inflict one wound and can hang on with an opposed Brawn check and continue to inflict another wound; lasts 10 minutes or one action scene
- Command Crocodile/focus: looking a crocodile in the eyes, you bend it to your will for one hour (only once per particular crocodile per 24 hours)
- Scaly Hide/focus-encounter: your body grows a layer of scaly crocodile skin; gain +1 AC; lasts 10 minutes or one action scene
- Battle Strength/focus-encounter: you evoke the power of Mighty Sobek; gain +2 to Brawn bonus for one hour
- Summon Crocodile/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene:
Celestial Crocodile
AC-12
HP:  3
2d10 attack: bite
- Death Roll/encounter: after a successful bite, the celestial crocodile may make a successfull Brawn to spin and thrash with victim clamped in your jaws to cause an additional 2 wounds


Thoth
Symbol: papyrus scroll, ibis, baboon
- Know Language/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one language for one hour
- Divine Science & Knowledge/focus-rested: taking a moment to draw on the vast wisdom of the Erudite One, you gain the ability to know any one science or area of knowledge for one hour
- Glyph of Warding/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour providing +2 to AC and +2 on saves versus magic within a 20-foot radius
- Glyph of Revealing/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and reveals anything invisible within a 30-foot radius
- Glyph of Dispelling/focus-rested: you draw a glowing magic hieroglyph (with your finger or other object) which remains for one hour and dispells any illusions within a 30-foot radius
- Moon Beam/focus-rested: moon beams shoot from your eyes 30 feet in a 45-degree cone, dispelling all illusions and invisibility and revealing any secret doors.

Tawaret
Symbol: "sa" sign, hippopotamus
- Command Hippo/focus: looking a hippo in the eyes, you bend it to your will for one hour (only once per particular hippo per 24 hours)
- Hippo Huge/focus-encounter: you become huge and bulky like a magnificent hippo and also gain +2 Brawn; lasts for one action scene or 10 minuted
- Flood Surge/focus-rested: a huge splash of water sprays out from the caster 30', extinguishing normal flames and knocking creatures off their feet (unless succeed at a Brawn save)
- Lovely Birth/focus-rested: the birth of any one creature (or litter of up to 12 small or medium creatures) will be smooth and easy, with mother and offspring healthy and happy afterwards
- Soul Cleanse/focus-rested: exorcise a living creature of any possessing spirits (spirit allowed a Commitment save but at -2) and remove any curses
- Summon Hippo/focus-rested: one of the god's pets arrives to help; it is yours to command and will stay around for 10 minutes or one action scene
Celestial Hippo
AC-12
HP:  4
2d10 attack: chomp

- Belly Flop/focus: celestial hippo flops on water or other level surface to cast Flood Surge

Tuesday, June 17, 2014

Old School Trench

Okay, so I've been laboring along in the background, on and off, on a WWI version of Old School Hack.  I've found it tough going to go from a simple swords & sorcery fantasy game to a modern setting while keeping everything simple.  Here is the intro, the six classes, and some other stuff.

Old School Trench: A Game of WWI Awesomeness
This game is a hack of the excellent Old School Hack rules by Kirin Robinson.  Thanks also to Andrew Shields and his Fictive Hack version of OSH.

The Setting
This game is based in a steampunk/supernatural fantasy version of the First World War in Europe.  War between the Continental Powers rages on the continent itself and in their many colonial possessions.  The shattered landscape is a seemingly endless battlefield littered with trench networks, bunkers, dugouts, barbed wire, poison gas, and corpses.  There are also huge fortresses of concrete and steel, often linked together by tunnel systems.  The heavy use of experimental poison gases created monstrous creatures who roam the landscape and infest the fortresses.  In addition the restless aggrieved spirits of the departed are everywhere, expressing their angst and rage whatever way they can.  Nevertheless the war between the Continental Powers drags on despite massive loss of lives and strategic stalemate.  Dressed in gas masks and clunky metal armor and burdened with equipment, the characters struggle across the terrain and delve into fortresses.

Random Character Motivations (roll 1d10)
1.    It was enlist or go to jail
2.    For the Fatherland!
3.    The enlistment bonus was great.  Too bad that sargeant in the barracks was so good at cards.
4.    Nothing really matters anymore
5.    Your <friend/family member> is missing out here somewhere
6.    It's fun to collect medals (your own or other people's)
7.    You're going to come back a hero or in a box
8.    The sooner you kill all the enemy the sooner you can go home.
9.    I really, really hate ghosts.
10.    All that matters is that we all make it back alive.

Classes:
There are six classes in Old School Trench.  The Stormtrooper is a heavy infantry soldier specializing in special trench and fortress assault tactics.  They wear the heavy infantrie panzer body armor and lead the attack.  The Colonial Askari is a native from a colony of a Continental Power, trained and equipped as a continental soldier but otherwise retaining most of your native culture.  The Field Chaplain is a servant of the Church; lightly armed they minister to the soldiers and deal with the restless spirits of the dead.  The Sister is a nurse trained by a religious healing order; she heals, deals, and toughs it out in a job few can survive.  The Pioneer is a combat assault engineer, heavily armed and trained in the use of flamethrowers and explosives.

Stormtrooper
Starting Equipment: Basic kit; Mauser rifle, bayonet, grenades
Signature Item: infanterie-panzer armor
Limitation: Limited training; good with your basic kit weapons, but -1 with all others.

Available Talents:
- DEADEYE delayed attack, usable once per arena
Any delayed attack you attempt to make with a Ranged weapon gets a +2 added to the attack roll if it's not interrupted by the Attack Turn. Outside of combat, as long as you aim for at least a minute at something that you can see, you will always hit it. You can initiate combat this way.
- TOUGH BASTARD constant ability
Getting beat up as often as you do has its advantages. You're tougher than most, and can take more punishment because of it. You start off with seven hit points instead of the usual five. Plus you've usually got some old war stories and a don't-mess-with-me countenance that gives you a +2 on any Charm check when trying to talk someone out of violence.
- WEAPON OF CHOICE constant ability
You've become adeptly familiar with a specific weapon of your choice, and you use it as a natural extension of your body. As long as you are wielding it, all your attack dice are Face Dice. If for whatever reason you take up a new weapon, a week of training will switch your Weapon of Choice to that one.
- TAKE COVER! rested ability
Countless close shaves have taught you how to find safety anywhere.  You make a Daring or Cunning check at +2 to avoid any incoming danger.
- TRENCH FIGHTER. constant.
Any time you roll a 1 on the Face Die, you have pulled a dirty trick on your target. Maybe you hit them somewhere sensitive besides the face, or threw sand in the eyes, etc. Add +2 to hit or inflict +1 Wound, decide after rolling. (You may choose not to use this talent if in a “fair fight” because it violates whatever code of behavior applies.)
- INFILTRATE focused ability, usable once per arena
Despite their name, stormtroopers are actually trained to infiltrate enemy defenses, bypassing strongpoints to strike deep.  If you win a Daring check against an opponent's Cunning you get +2 on your next attack against that foe for out-maneuvering them.


Colonial Askari (a colonial native trained as a Continental soldier)
Starting Equipment: Basic kit; Mauser rifle, bayonet
Signature Item: wicked native melee weapon (player creates)
Limitation: must be native to one of the colonies of a Continental Power (DM option: character can actually be a from the Continental Power but in disguise for some deep personal reason)

Available Talents:
- CHARGER double action, usable once per arena
You're an expert at rushing in to attack. Once for every arena, you can make both a Move action and an Attack action in the same round, with a +2 bonus to the attack.
- NATIVE WEAPON constant ability
You are adeptly familiar with a wicked one-handed melee weapon unique to your native people. As long as you are wielding it, all your attack dice are Face Dice.  Also, brandishing it threateningly gives you a +2 on any intimidate checks against non-Askari.
- TRACKING constant
 Identify who or what was present, and where they went. Add difficulty for elapsed time, rain, difficult terrain, and so on. Can test Awareness to know one important fact about what happened or the state of those making the tracks. Can be opposed with Cunning if those being tracked are attempting to cover their tracks.
- CANNY PREY constant
Either a base Awareness test when none would be allowed, or +2 to a normal Awareness test, to detect traps and ambushes. You also know how to set traps, where they should be, and how they work.
- GHOST STRIKE arena only
Your culture is closer to the spirit world in everyday life.  You know how to strike ghosts and spirits as though they were physical. You can use this with a melee weapon, a thrown weapon, or flame.
- SPIRIT FRIEND focused spell, usable only once after rested
A spirit of a dead soldier has somehow become attached to you.  You can summon it with a few moments of calm meditiation and some kind words.  It appears as a floating light source that follows your commands, including being able to shine as brightly as a torch or as dim as a candle.  It can also guide you towards safety for a short while.


Field Chaplain
Starting Equipment: Basic kit; mace, Luger pistol
Signature Item: Chaplain's bag (holy book, candles, incense, silver holy symbol, etc.)
Limitation: Must adhere to the tenets of the faith at all times

Available Talents:
- TURN UNDEAD focused spell, usable only once after rested
By invoking your god and displaying your holy symbol, you acquire a holy aura around you and those nearby. Any non-Minion undead must test their Daring against your Commitment (at a +2) to be able to attack anyone in your party, while Minions can't attack you at all.  If you remain undamaged for three rounds of concentrating, you can disperse the aura outward, either destroying any one undead or group of minions in the same arena.
- AURAS OF EVIL constant.
Above and beyond simple malevolence in someone's heart, some places, things and people in the world reek of true evil, whether they are touched by fell gods or by demonic taint. You can sense this kind of greater evil by merely taking a moment and focusing, and by taking the time to make an actual Awareness check you may be able to discern the source or nature of the evil if it is disguised.
- BLESS WEAPON focused spell, usable once per arena
You can clutch a weapon and imbue it with divine essence at the cost of a little bit of your health. When touching a weapon, you must declare a purpose for its blessing, whether for something quick or for a long-term goal. Any weapon thus touched does an extra point of damage each time a successful attack is made with it for that purpose, but your character is permanently down a hit point. Once the purpose is reached or is declared unobtainable, the weapon loses its property and you get your hit point back.
- ARMOR OF FAITH constant
Field Chaplains do not wear armor, because faith is their armor.  Gain an additional Awesome Point each time you fight in real danger without armor.
- PRAYER SERVICE rested
Pray with those faithful to your god for at least 5 minutes, and all of you get 1 Awesome Point. Have a worship service of a full hour, everyone gets 3 Awesome Points.
- ACHTUNG! rested
As a focus action (upgrade to move action), draw the attention of every eye in the area; for a few seconds, everyone stops talking and looks at you. For the next few minutes, your voice will project up to 1 arena in every direction per Commitment rating.


Sister
Starting Equipment: Basic kit; Luger pistol
Signature Item: Medical kit (bandages, pills, bottles of medicine, syringe, etc.)
Limitation: Female-only class

Available Talents:
- I'LL BE FINE rested
Each point of Commitment allows you to ignore the fatigue of 1 sleepless night or the hardship of a day without food. When you can sleep or eat again, you catch up 2 points each day you get half of what you need.
- CONFIDANTE constant
 If you can get a target talking, the target will reveal things the target didn’t mean to talk about. Every minute of conversation, test Charm against the target’s Commitment or Cunning. If you win, gain another useful statement or line of inquiry.
- IT'S IN HERE SOMEWHERE special item, usable anytime outside of combat
You have an extra, unofficial bag stuffed with medical supplies.  Take 10 minutes to heal a wounded person for 2 wounds.
- HEALING ANGEL rested
Spend a focus action on an unconscious ally (not dying or crippled) to give the ally back a Wound and the capacity to rise and fight on next round. If treating a crippling injury right after the fight (less than 10 minutes after) allow another roll on the critical chart to possibly get less damaging result. Also, spending 1 hour tending the wounded counts as 6 hours of bed rest for the wounded, once between periods of rest. ?effects of spending an AP?
- LIFE OF FAITH rested
Schwester are not expected to follow the strict work of prayer required of monastic nuns, but some have embraced it. When you follow a strict regimen, including prayer at dawn, mid-morning, mid-day, afternoon, and evening, you gain 1 Awesome Point per your level the next morning.
- RESCUE DOG constant
You have a sympathetic, helpful animal companion with Wounds equal to your Commitment. While they are sympathetic, helpful, and more clever than most of their kind, they will not react well to abuse or being exposed to extreme danger while you are safe (unless they volunteer.)  The dog wears a saddlebag type vest for carrying things which is stocked with medical supplies.  The supplies can be used as a Rested action to provide an additional use of Healing Touch; each additional use per day beyond the first requires the use of an AP.


Pioneer (Assault Engineer)

Starting Equipment: Basic kit; flamethrower or MP18 submachinegun
Signature Item: Beilpicke (pioneer's pickaxe)
Limitation: Little experience with regular guns: -2 shooting Mausers or Lugers.

Available Talents:
- NOSE FOR TROUBLE constant
Either a base Awareness test when none would be allowed, or +2 to a normal Awareness test, to detect booby traps or mines. You also know how to set them, where they should be, and how they work.
- FIRE IN THE HOLE rested;focus action
You can see load-bearing points and weaknesses in structures and machines. Test Awareness to make a plan to bolster or collapse the structure or machine.  Do 2 extra wounds of damage to a structure or machine attacked after a successful application of this talent.
- MR. FIX-IT rested
You can fix it. Whether it is the engine on a tank, the wireless telegraph set, or a malfunctioning Maxim gun, you have the know-how to get it working again. Scale determines time frame; a boat or wall, 1 day per task. A gate or room, 12 hours. Wagon or door, 6 hours. Hinges or wheel hubs, 1 hour. Anything smaller, 30 minutes. Halve times with ideal conditions. Confronted with an unknown device, test Cunning to figure out how it works.
-  I GOT THIS constant
You can carry 1 more Heavy Thing than your Brawn normally allows.
- SACK O' GRENADES focus action/constant item
You have a special sack full of stick-grenades slung under each armpit.  As long as you throw carefully using a focus action you never run out of grenades.
- TUNNEL RAT constant
Your familiarity with them gives you a +2 to Commitment and Awareness checks inside of tunnels, trenches, and fortresses.

Weapons
In Old School Trench weapons are grouped into classes.  With most weapons you roll 2d10 to attack with it and cause one Wound if successful; some weapons use 3d10, and some do more than one Wound on a hit.  They are also typed as melee, thrown, or ranged.

- Light Weapons (1 point of damage)
Smaller and quicker than other weapons but close ranged.  Using a light weapon allows you to roll 3d10 instead of 2d10, ignoring the value shown on the lowest die. [Examples: Luger (pistol/ranged), knife, sabre, Beilpicke (pioneer's pickaxe), mace, axe]

- Reach Weapons [1 point of damage]
Anything which allows you to keep an enemy at a distance of several feet while you strike [Examples: rifle with attached bayonet, uhlan (light cavalry) lance, long chain, whip]

- Typical Ranged Weapons [1 point of damage]
You attack earlier in the combat order and can attack an opponent in adjacent and far arenas as well as the one you're in. [Examples: Mauser (rifle/ranged), Karabingranate (rifle grenade/ranged)]

- Heavy Weapons [2 points of damage]
More dangerous than most weapons, they do an extra point of damage if you hit. Some are ranged.  [Examples: Maschinenpistole 18 (submachinegun/ranged), Stielhandgranaten (a stick hand grenade/thrown), maul]

- Very Heavy Weapons [2 points of damage (sometimes 4)]
Frickin' big and dangerous weapons, requiring both hands to use.  They also do an extra point of damage; plus, beating an opponent's armor class by 5 or more does two extra points of damage. Some are ranged. [Examples: Flammenwerfer (flame-thrower/ranged), bundle of dynamite (can be thrown), Maxim (medium machinegun/ranged), Field Gun (ranged), aerial bomb]

Weapon Range Table
Luger            Short (~15 meters)
Flammenwerfer    Short (~15 meters)
Dynamite, tossed    Short (~15 meters)
Stielhandgranaten    Medium (~50 meters)
MP18            Medium (~50 meters)
Karabingranate    Long (~200 meters)
Mauser        Very Long (~500 meters)
Maxim            Very Long (~1000 meters)
Field Gun        Very Long (1000+ meters)

Equipment
Basic Kit (all classes get one free)
Stalhelm helmet, canteen, bread bag, mess kit, gas mask, knapsack, blanket roll, entrenching tool, and a field manual.

Armor
- No Armor: AC 8
- Just a Stalhelm (helmet): AC 9
- Infanterie-Panzer (clunky steel body armor, including helmet): AC 12

Other Equipment
Pocket watch
Electric torch (flashlight)
Wirecutters
Messenger Pigeon Basket (with 2 pigeons) and bag of seeds
Regimental Battle Flag
Rescue dog (used by medics; wears harness with red cross badge and medical supplies)
Animal gas mask
Binoculars
Box periscope
Whistle on a lanyard
Diary and pencil
Good Conduct Medal
Football (soccer ball)
Hip flask
Playing cards
Dice
Map