Thursday, February 6, 2014

Reaction-Roll Stealth

So far, the skill-based stealth system I've been using has been difficult to run without a battlemat, while the default "X on 1d6 to surprise" system still strikes me as pithy and undramatic (except in the simple case of encounters). But the reaction roll, which I've been using extensively through On the Non-Player Character, fits the bill perfectly - instead of binary success/failure, you get piling bonuses which slowly push you towards success or failure. Additionally, this is consistent with the current systemic division I'm contemplating - using d20s for the combat system, 2d6 for noncombat rolls, and dice pools for anything to do with magic. The following stealth system is mostly inspired by On the Non-Player character, and a bit from this Google+ discussion.

Stealth actions are resolved in segments of one minute, rolling 2d6 (plus Dex mod) each time. Bonuses are persistent, and cumulative. Consult the following table:

SneakBackstab
2Found or -4You're surprised!
3 - 5-2No surprise
6 - 80You surprise!
9 - 11+2Ranged backstab!
12+4 or HiddenMelee backstab!

Sneaking is used for any actions you take while undetected. The following bonuses apply:

No movement or other actions (hiding): +4
Combining two actions (moving twice, moving while tracking, etc.) -4 per action
Trickster/thief/etc. +level
Distance: +1 per 100' from nearest sentry/enemy, -1 per 10' closer than 100'
Terrain/weather/etc.: +2 or -2 depending on conditions

Found means that stealth ends (for you) and you're detected. Start encounter as normal - stealth can no longer be used. You can, of course, try to hide again - you can roll on the Sneak table instead of taking another action each round, with cumulative bonuses. Stealth starts again once you get Hidden.

Backstabbing is what you roll when you're trying to end stealth and initiate combat. On a 2, you totally bungle it, and your opponent gets to act against you in the surprise round, while on a 6 or higher, you surprise them, getting a free round. On a 9 or higher, you've spent enough time observing and positioning yourself to get a sweet sniper shot on an opponent, gaining a +4 to hit. On a 12, you're close enough to do it with a melee weapon, and can precisely target weak points or chinks in your opponent's armor - you get a +4 bonus to hit, and deal double damage.

Backstab bonuses:
Multiple actions (opening a door and then backstabbing, for example): -4 per action
Trickster/thief/etc.: +level
Distance: -1 per 100' from target, +1 per 10' closer than 100'
Terrain/weather/etc.: +2 or -2 depending on conditions

Wednesday, January 15, 2014

Lineup 2014

It's a new year, and I've resolved to get some regularly scheduled programming up on here. There are a few small side projects I've been working on, and my Qelong campaign is starting to pick up steam, but 2014 is really going to be held up by a few tentpole projects. In order:

The province of Acacia has been the only safe domain on the New Continent for over a decade, enriching its citizens and its rulers through a steady trade in wondrous furs, exotic herbs, and tough lumber. Now, however, the mercenaries of the Union Charter have set up competing forts, and inciting the natives to make war on the Acacians and on each other. As the balance of power whirls out of control, once-human things stir in the darkness, and the prehistoric forests begin to reveal exactly how they can stand the test of time...

For centuries, the Dark Continent has lain in state. Exoticized, exploited, or ignored by oceangoing imperiums, the Dark Continent is known as exactly that - a broad curlicue of unknown land, a rudimentary coast, a mockery of both cartographic authority and royal power. But there will soon be bands of human adventurers spilling across the Dark Continent's baking hills and steaming jungles, erecting coastal forts and way stations, penetrating deep into the ancient Elven homelands and the tropical cradle of Dwarven civilization. Will your band be swallowed up by its trackless hinterlands, or will they stumble to the coast, heavy with looted gold?

It's 1931 in the Tennessee Valley. Herbert Hoover is President, lending his name to shantytowns all across America, and Henry Hollis Horton is Governor, embroiled in scandals following the bankruptcy of his political allies, and the loss of $6,000,000 in corrupt endeavors. The law is largely in its own hands, and nobody important is interested in investigating those "haunted" woods up the river, or the "cursed" treasure hidden deep within a local cave...

Forgottenland is what happened in my head when the Old School Renaissance got run over by the Drive-By Truckers. Outside the Valley, society grinds on much as we know it. Inside the Valley, crooked cops hunt backwoods moonshiners, lynch mobs ensure white rule with institutionalized terrorism, and mythical beasts guard buried treasure in shadowed forests.

Veil

The Faith rules the world, and God rules the Faith. But who can ever know how God wishes to be served?

Veil is both my main campaign setting and what I'll call the gaming system I'm currently using. This is a grittier adventure fantasy, where rewards are swift, but death is swifter, clinging to your heels like an ancient cobweb.

Influences

I get vibes from a lot of different things, and I like to write about them. I'll review anything that has something I'd like imprinted into my projects, and put it here.

Monday, December 16, 2013

Horses, Dogs, and Falcons


Inspired by Tower of the Archmage's post on dog breeds, and designed to run with my basic system for combat and overland movement. I wanted to set up a system for animal ownership that reflected the same ideas of simplified accuracy, and gave each animal breed a bit of personality.

Animals

A variety of domesticated animals are available to assist the intrepid adventurer, merchant, or soldier. Mainstays are equines, dogs, and falcons. Animal prices are expressed in silvers per HP – healthier and tougher animals, of course, being worth more. Most animals consume animal rations, which weigh 1 stone and cost 1 silver piece, but dogs and falcons can both eat human iron rations.
All animals gain a +2 morale bonus when their master is present. A new master must be designated by spending a full month with the animal. Additionally, animals have their own reaction rolls toward NPCs, and must pass a Morale check to avoid attacking or fleeing on a 2, or in order to attack on a 12. They gain XP as normal and level up with the noted effects. Leveling also doubles their value. Animals must pass a Morale check to do anything other than fight or move with their master, with a -1 penalty applied for each word after the first.
Animal base saves are all 16 by default, though their base Might save increases by 1 for every 10 hit points they have. They cannot normally improve their saves.
Most animals have marching speeds equal to humans, but begin Forced Marches on their second march, rather than their third. Horses have marching speeds of 24/18/8 miles per Watch. Animals can be pastured for a full Watch, which in favorable environments fills 1/3 of their upkeep needs.

Equines
Horses are usually sold at 4 years, and begin aging at 20 years, penalized every two years. Mules and donkeys begin aging at 30 years, penalized every three years. Failed saves reduce HP by 2, encumbrance by 1, and running/sprinting speed by 2’. Horses can jump 4’ obstacles with a Will save, -1 per 6” of extra height. Failure means a 50/50 chance of shying away (with the rider passing a STR check or falling off) or crashing into the obstacle, inflicting 1d10 damage on both horse and rider. 
DRAFT HORSE
Phlegmatic, thickset horses for plowing or milling.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 8/16/32 stone
Attack: 1@1d8
Defense: 8, Large Size
Morale: 6
March Speed: 4/8/12
Run Speed: 60’
Special: -
Upkeep: 3 animal rations, 15 water rations
ROUNCEY
A basic light riding horse or warhorse.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d8
Defense: 10, Large Size
Morale: 7
March Speed: 8/16/24
Run Speed: 70’
Special: -
Upkeep: 2 animal rations, 15 water rations
PALFREY
Comfortable, easy-to-control riding horses.

Price (per HP): 20sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d6
Defense: 8, Large Size
Morale: 4
March Speed: 7/13/26
Run Speed: 60’
Special: All mastering & training only takes 1 month
Upkeep: 2 animal rations, 15 water rations
CHARGER
Fast cavalry horses, the most common type in war.

Price (per HP): 30sp
HP: 5d6
Encumbrance: 8/16/32 stone
Attack: 1@1d10
Defense: 14, Large Size
Morale: 8
March Speed: 8/16/24
Run Speed: 70’
Special: -
Upkeep: 3 animal rations, 20 water rations
JENNET
A small, quick desert horse, with low upkeep.

Price (per HP): 30sp
HP: 5d6
Encumbrance: 7/13/26 stone
Attack: 1@1d6
Defense: 14, Large Size
Morale: 8
March Speed: 8/16/32
Run Speed: 80’
Special: -
Upkeep: 2 animal rations, 12 water rations
DESTRIER
Heavy, highly prized battle horses.

Price (per HP): 90sp
HP: 6d6
Encumbrance: 8/16/32 stone
Attack: 1@1d10, 1@1d6
Defense: 14, Large Size
Morale: 8
March Speed: 4/8/12
Run Speed: 70’
Special: -
Upkeep: 3 animal rations, 20 water rations
MULE
A mix between a horse and a donkey.

Price (per HP): 15sp
HP: 4d6
Encumbrance: 8/15/30 stone
Attack: 1@1d6
Defense: 10, Large Size
Morale: 7
March Speed: 4/8/12
Run Speed: 60’
Upkeep: 1 animal ration, 12 water rations
DONKEY
Light, clever pack animals.

Price (per HP): 10sp
HP: 4d6
Encumbrance: 4/8/16 stone
Attack: 1@1d6
Defense: D10
Morale: 5
March Speed: 4/8/12
Run Speed: 70’
Upkeep: ½ animal ration, 8 water rations

Birds

Birds are sold at 2 years, and begin aging at 10 years. Failed saves reduce HP and Attack Bonus by 1. Birds fly and soar instead of sprinting and running, respectively, and must fly before soaring. They all have encumbrance of 1. Leveled birds increase their defenses and attack bonus by 1, and their fly speed by 4’.

FALCON
Price (per HP): 10sp
HP: 1d6
Attack: 1@1d6
Defense: D15, Ranged 18
Morale: 6
Fly Speed: 150’
Upkeep: 1 meat ration, 1 water ration
Special: +4 attack bonus while diving
RAVEN
Price (per HP): 10sp
HP: 1d4
Attack: 1@1d4
Defense: D15, Ranged 22
Morale: 6
Fly Speed: 150’
Upkeep: -
Special: Small size, +2 Will & Wile saves
Dogs
Dogs Run and Sprint at 50’ rather than 40’, and have Swimming at 30’.  All have upkeep of 1 meat and 1 water ration, and encumbrance of 3 stone (though objects weigh triple for them). Dogs with 2d6 HP weigh 8 stone, and with 2d4 HP, 4 stone. Dogs are usually purchased at 2 years old, and must begin making Will saves against the effects of aging at 10 years, penalized each passing year. Failed saves reduce HP by 1, and running/sprinting speed by 2’.

GUARD DOG
Mastiffs, Rottweilers, Dobermans, German Shepards, & Bulldogs.
Big, strong, relatively intelligent.

Price (per HP): 4sp
HP: 2d6
Attack: 1@1d8, +1 bonus
Defense: 12
Morale: 7
Special: +1 encumbrance
Leveling: +1 HP, Might, AB, & Melee Defense

SHEEPDOG
Collies, Shepards, even Corgis and Dalmatians. Smaller, faster, smarter. Independent.

Price (per HP): 3sp
HP: 2d4
Attack: 1@1d6
Defense: 12, Missile 13
Morale: 7
Special: Wile save vs. Surprise
Leveling: +1 HP, Run speed, Wile

BIRD DOG
Setters, pointers, retrievers, even early poodles. Loyal, energetic, but disciplined.

Price (per HP): 4sp
HP: 2d4
Attack: 1@1d6
Defense: 13
Morale: 7
Special: Swimming 60’
Leveling: +30’ Swimming, +1 HP, Morale


HOUND
Hunting and tracking dog, for flushing out game. Best sense of smell.

Price (per HP): 4sp
HP: 2d6
Attack: 1@1d6
Defense: 12
Morale: 7
Special: Examination, per the skill
Leveling: +1 HP, AB, Examination

GREYHOUND
Includes Whippets and other racing/sight hunting dogs.

Price (per HP): 5sp
HP: 2d6
Attack: 1@1d6
Defense: 13
Morale: 7
Special: Run/Sprint 60’
Leveling: +1 HP, AB, & +2’ Run Speed

TERRIER
Small but stubborn. Vermin hunters.

Price (per HP): 3sp
HP: 2d4
Attack: 1@1d6
Defense: 12, Missile 13, Light Armor
Morale: 7
Leveling: +1 HP, Melee Defense, Attack Bonus

LAPDOG
Luxury, toy dogs for rich people.

Price (per HP): 5gp
HP: 1d4
Attack: 1@1
Defense: 12
Morale: 7
Special: Very fancy, weigh 1 stone
Leveling: +1 HP & triple value

Monday, December 2, 2013

Augmenting Age

Character age is at once an actually pretty important attribute and also one that gets pretty half-assed. Who doesn't usually glance at the field and pick a random number between twenty and thirty? 

Obviously, nobody thinks about the choice because the choice isn't made to matter very much, except in the extreme long-term of avoiding the aging penalties you receive at 50. For this reason, there's no mechanical sense in choosing any age other than the minimum the GM lets you get away with. But I don't think it's worth figuring out some sort of life events table that scales with your age and you have to make an excel spreadsheet just to calculate.

So, money. How about one extra copper at character generation for each of your first twenty years? And, one silver piece for each year after, till you're 50, then you get 1 GP per year. Age becomes a little bit of a Faustian bargain - more immediate power right now, during character generation, in return for bringing dementia and incontinence just a little bit closer. 

Is it balanced? Using my 1:10:40 GP:SP:CP standard, a 55 year old character would effectively get 85+3d6x10 silvers at character generation. Probably not enough to balance out the chance of losing five points of attributes. But maybe enough to merit some thought about it.

Sunday, December 1, 2013

Calibrating This Shit

As Charles Taylor says, realism in the game provides a vital frame of reference for the player to be able to predict the effects of their actions, and, more importantly, put the unrealistic elements in their proper context. I'd rather have a few rules, tightly webbed and absolutely realistic, than a whole lot of quasi-fantastical and independent systems.
Finally, I have an hour and a half commute every morning, so I have little else to do but sit on the bus and consider the internal consistency of my system. So I calibrate shit.

Walking

Let's start with walking. In a combat round of six seconds, the average character can take four actions. Walking 5 feet is one action. Walking is, of course, something every player will be familiar with, so it had better work the way we expect it to.

So, you'll walk 20' in six seconds, or 200' per minute. This gets you to 5,280', a full mile, in 26.4 minutes - or about 2.3 miles per hour. This is a tad on the slow end - average human walking speed is 3 mph - but it comports with marching speed, which is a bit over 2 miles per hour over varied terrain. It's a nice, leisurely stroll - or an aware, steady advance. Realistic.

My marching speeds for unencumbered/encumbered/overencumbered people are currently 4/2/1 miles per hour, respectively - putting combat walking in the "encumbered" category. To be fair, 2 miles per hour versus 2.3 miles per hour adds up to a loss of about two and a half miles over the course of a day - but cross-country marching isn't a completely continuous slog. Internally consistent.

Running and Sprinting

Time to take it up a notch. The average human can run at 5-8 miles per hour, and sprint at around twelve to fourteen. Originally, I had running take 1d4 actions for 25' of movement, but that put "running" speed at a measly 4.5 miles per hour. I'll have to balance running speeds (1d4 actions), sprinting speeds (2d4 take lowest), and top speed (which is when every roll comes up 1).

Before we begin, I'd like to mention the rationale for a roll-to-sprint system: The uncertainty it introduces really allows me to run chases and pursuits using the combat system, pretty much unchanged, and I think it does a good job of reflecting the importance of reflexes, momentum, balance, and footing in short-distance running.

The average "run" will use up 2.5 actions, which allows for 16 runs per minute. At 40' per run, we get 640' run per minute, netting you a mile in eight minutes, fifteen seconds. This gets you 7.27 miles per hour - close to the upper average! Ideally I'd want it a bit closer to the 6 MPH mark, but it's not really a big deal.

The average of 2d4, take lowest, is 1.875 (about a 25% action cost reduction). That's 21 and 1/3 "sprints" per minute, or a 33% speed increase, for 9.7 MPH. Admittedly, this isn't a huge leap ahead of running speed, but you'll be getting top speed 80% of the time, rather than 25% of the time, which is a big advantage over short distances - exactly the balance I'd want to have.

Top speed means that you get four moves of 40', or 160' a round, 1600' per minute. That's a 3.3 minute mile! You're running at 18 miles an hour, mate. Of course, to run even a third of a mile at top speed, you'll need to roll 1 on 1d4 at least 40 times. The percentage chance of that happening on a normal run has twenty-five zeroes in it. Even while sprinting, with an 80% chance of reaching top speed each sprint, you only have a 0.0001% of getting any significant distance out of it. Which, of course, is how it should be.

The Fast Runner

You get bonus actions based on your Dexterity modifier in my system, which means a maximum of 7 actions per Round, or 75% faster movement. I'm not so concerned about the effects that a negative DEX modifier will have - crippled characters are going to be crippled, after all - but obviously we don't want a few extra points of DEX turning your character into some kind of freakish superhuman.

Which, luckily, it doesn't seem to. Walking speed, with 7 actions, is 4.03 MPH. Running speed is 12.7 MPH. Sprinting is 16.7 MPH. Pretty much all of this is in line with what I'd expect. Walking speed does tend to imply a significantly faster marching speed, but remember that long-distance marching is more an issue of endurance than speed,

Finally, the Fast Runner's top speed clocks at 31.5 MPH - faster than Usain Bolt, though not by much. This is actually a lot less realistic - modern sprinters have access to technology and training techniques that allow them to greatly increase fast-twitch muscle mass, and can thus attain significantly faster speeds than any pre-industrial sprinter. Of course, I'd rather err on the side of letting lucky player characters outstrip Usain Bolt for a few rounds, so I'll accept this quirk of the system.

Endurance

I account for fatigue and exhaustion by folding it into an encumbrance-by-stone system. Both fatigue and exhaustion are treated as a "phantom" stone of carried weight, which you can only rid yourself of by resting for a Turn or sleeping for two hours, respectively. Regular encumbrance is at 5 stones, with the max at 10 stones.

Walking (and even running) have no associated endurance or fatigue penalties, since I want each to be as simple and straightforward as possible. Over long distances, each fits easily into normal march rules, and long-distance running is easily accounted for as forced marching, which I handle by allowing the players to move into a faster march speed level than their encumbrance would normally allow, by quadrupling the rate of exhaustion.

I require sprinters to pass a STR check every sprint, or else lose any defensive bonuses and get reduced to AC6. Fumbling is possible (1 in 20 chance normally, goes up to 4 in 20 when overencumbered), which in my system usually just adds a stone of fatigue. The character can expect 21.33 sprints per minute, and 6 minutes, 11.25 seconds per mile, gaining 1.07 stones of fatigue each minute.

However, by the end of the third minute, she'll have 3 stones of fatigue and will move from "unencumbered" to "encumbered," fumbling 2 out of 10 times. (From here on out I'm going to let my precision slide a bit.) During the fourth minute of sprinting, she'll gain two stones of fatigue, making her "overencumbered" for the fifth minute. At the end of the fifth minute, she'll have gained four more stones of fatigue (fumbling 4 in 20 times!) putting her at 9 stones. This means that, fifteen seconds into the final stretch, she'll need to roll Might saves every Round to even continue sprinting - otherwise she'll be forced to the ground, resting for at least an hour and a half in order to return to zero fatigue, never having even reached the mile mark.

Someone with 18 CON (which puts base encumbrance to 8 stone) would be able to do it - she could sprint for four minutes before becoming encumbered, and would only gain her eighth stone in the sixth minute - finishing the mile on time. with enough wind for two more minutes of continuous sprinting.

I don't know that this is absolutely realistic, but there's definitely a reason why sprint races cap off at 400 meters! Anyway, a good long-distance sprint in this system would be a half-mile in about three minutes, which would require a half hour of resting to get back to tip-top shape. That sounds good enough for me.

Running a Marathon

Marathons are 26 miles, and the world records are all a few minutes under two hours - which comports with the Fast Runner's running speed of 12.7 MPH. Of course, these are extraordinary cases - marathons are better handled with marching speeds.

Most competent marathon runners aim to run a four-hour marathon, and 2% of them breach three hours. Unencumbered marching speed is 4 MPH, which is a six-and-a-half hour marathon - clearly, we have to kick it up a notch. A 6 MPH forced march - at 1 stone of exhaustion per hour - gets you across the finish line in 4 hours, 20 minutes, and an 8 MPH double-time (1 stone per turn) will be 3 hours, 15 minutes, at 7 stones. Good enough - it provides enough of a baseline to estimate exhaustion and times if someone wants to actually race in a marathon, it's easy to remember (+2 MPH when forced-marching), and it's consistent, with 6 MPH being just under running speed and 8 MPH just over.

Fighting
You can fumble in combat! Surprise surprise! You'll be rolling 10 attacks per minute, with a 1 in 20 chance of fumbling - giving you a stone of fatigue every two minutes. At six minutes, on average, you'll cross into "encumbered" territory, averaging one new stone per minute. At eight minutes, you'll be "overencumbered" and gain, on average, a stone of fatigue every 30 seconds. You'll start to collapse from exhaustion after 10 minutes, 30 seconds of continuous fighting - 105 rounds. Not having done fencing or medieval reenactment (only paintball), I couldn't tell you exactly how accurate it is, but it's on a similar scale to sprinting, and is easy to remember, and easily accommodates the effects of excess weight on your combat endurance. The idea that, after six minutes of continuous fighting, you're really starting to push your limits makes intuitive sense to me.

Sneaking
Sneaking is the skill used to move without drawing attention to yourself, and I record it in feet per minute - this being how fast you can move before making a ruckus. As a Level 1 Trickster, you get 20' per minute, going up by 20' each time you level up and decide to improve Sneaking.
20' per minute is two feet per round, or four inches per Action - the slowest flat crawl. (Although, since it's notated as a per-minute speed, it also accounts for quick dashes between cover). By Level 10, however, said Trickster can Sneak at 200' per minute, which means their normal walking is completely silent. And at level 20, she'll Sneak at 400' per minute, or about 4.6 MPH - a brisk jog!

Since you can double-time with a DEX check, you can effectively attempt to Sneak at normal speed by level 5, while a 20th-level Trickster can basically Sprint silently, with up to 800' per minute/9.2 MPH Sneaking, which is obviously pretty fantastical. This meshes perfectly with my intended level scaling, where 10th level is intended to comport with the best that heroes could have accomplished in the real world, and all the levels beyond that representing states of increasing mystical perfection. Since double-timing a skill like this adds 1d4 guaranteed stones of fatigue, it remains a poor substitute for normal sprinting when simply looking at speed.

Swimming
Base swim speed is 30' per minute, or 3' per round, increasing in those same increments. This starts you at about 0.3 MPH, whereas the fastest swimmers can reach 5-6 MPH - which, of course, comports exactly with the swim skill in my system. A 10th level Trickster fully trained in Swimming moves at 3 MPH in the water, and at 20th level she'll reach 6 MPH.

Sprinting, of course, doubles these speeds - a 10th level swimmer can sprint at similar speeds to Michael Phelps, while the 20th level will actually be a bit faster in the water than she is on land.

Climbing
I'm the least familiar with climbing techniques, so I'll use some speed climbing records as a reference point. The 2007 record (since broken) on El Capitan, a 2900 foot climb, took about 165 minutes - about 17 feet per minute on average, though the climbers were reported to do most of the climb at 20 feet per minute. Half Dome, at 2,000 feet, has been done in 82 minutes - nearly 25 feet per minute. However, the tree climbing world record is about 50' in 13.65 seconds, or a bit over 250' per minute, and the Climb skill is intended to cover both of those bases.

Of course, tree climbs are clearly sprints, moving at double time, while thousand-foot plus climbs include numerous rest breaks. We can bridge much of the gap by working backwards from my system's "skill sprint" mechanic - cutting a 250' per minute sprint in half to get a "normalized" climb speed of 125' per minute. As for the rock climbing records, we can probably assign CON scores of 18 to the climbers, which gives them the ability to simply 'take' 4 stone of fatigue before things start getting dangerous. Climbing adds 1 stone per minute, and resting removes 1 every 10 minutes. So for every 4 minutes of continuous climbing, you'd need 40 minutes of continuous resting to return to zero.

Let's apply this to the El Capitan climb. 4 minutes 'on,' then 40 off, is 44 minutes. The second stretch puts us at 88 minutes total, 8 minutes active climbing. Third, 12 minutes climbing and 132 total. A half-stretch, 14 minutes climbing and 154 total, and a quarter stretch gives us 165 total minutes, with 15 minutes of continuous climbing, at 193' per minute. As this is a world record climb, we can assume a fair amount of sprinting, as well as simply accepting extra weight, and modern climbing technology to boot. I'll call it a normal climbing speed of 100' per minute, at Level 10 - or 10' per minute, at level 1.

The "catching" mechanic (you get a chance to catch yourself while falling every 10' up to your Climbing skill distance) is definitely less realistic, as even an experienced professional climber would not be able to simply "catch a ledge" after a 50 foot fall, but it does keep things interesting and allow for additional granularity when failing to climb something.

Conclusions
Since I use an action-point system, I realize I have a level of granularity below most people's systems. However, most of this translates well, I think - see this summary of my per-Round movement speeds:
Walking: 20'
Running: 64' (or just simplify to 60')
Sprinting: 85'
Top Speed: 160'
Climbing: 1' per level
Sneaking: 2' per level
Swimming: 3' per level

Friday, November 15, 2013

Addictions of the Flame Princess

I really like LotFP's presentation of diseases, as it provides a simple statblock that easily differentiates between diseases, but makes it easy to handle them on the fly. Since drugs tend to be extraordinarily popular among my players (for some reason they are considerably less excited by diseases) I decided to try to apply the same approach for drugs. (EDIT: I just remembered that I got the threefold addiction model from Telecanter's Receding Rules. That blog's awesome.) I universalized the rules for dependency and withdrawal, which admittedly makes some drugs considerably more dangerous than their real-life models, but that's why you Just Say No.

The saves are specific to my homebrew - Might maps to Fortitude, or to Poison, while Will maps to Paralyzation.

Drugs are basically poisons with enough positive effects that some people want to ingest them. Like poisons, drugs take 2d6 rounds, modified by CON, to take effect. Drugs have two effects: Dose and Overdose. Dose effects are cumulative – but each time you take an extra Dose, you have to throw a Might save or suffer an Overdose. Dose effects last for the listed Duration, but Overdose effects are permanent. Recovery is how long you must abstain from the drug in order to try and quit it – at the end of each recovery period, you may reduce your addiction level by passing a Will save.
Additionally, each time you take a drug, you must pass a Might save or start becoming addicted to the drug, The first failure makes you Habituated, forcing you to take that drug once a week or suffer withdrawal. The second failure is Addiction, and you have to take the drug once a day. The third failure is Dependency, where withdrawal kicks in an hour after the drug wears off - though on the plus side, you can’t get any worse.
During withdrawal, you require double the normal amount of food and water, and must sleep 12 hours per night. If Addicted or Dependent, you also wake up each morning with a random ability score reduced – by -1 if Addicted, by half if Dependent. Also, since drugs are BAD, no drug-related Might saves can increase your Might score.

ALCOHOL (1)
Duration: 1 hour
Dose: +½ CHA & CON, -½  DEX
Overdose: Lose memory, -1 WIS & CON
Recovery: 2 months
PIPEWEED (5)
Duration: 2 hours
Dose: +½ WIS, -½ Wile
Overdose: -1 INT, -1 CHA
Recovery: 1 month
OPIUM (15)
Duration: 2 hours
Dose: +1d6 HP, 1 stone exhaustion
Overdose: Suffocation
Recovery: 2 months
PEYOTE (30)
Duration: 6 hours
Dose: Hallucinations, +1 INT
Overdose: -1 Might & Will
Recovery: 1 week
SOMA (7)
Duration: 1 day
Dose: +1 DEX, - ½ CHA
Overdose: double water needs
Recovery: 2 weeks
KHAT (2)
Duration: 2 hours
Dose: +1 CHA, constipation
Overdose: -1 CON, diminished sex drive
Recovery: 1 week


Other drugs may be discovered in the game world or can be modeled as combinations of the above – for example, Bhang (15) is soma and pipeweed, Mezcal (30) is alcohol and peyote, and Absinthe (10) is alcohol and pipeweed.

The parenthetical to the right of each drug’s name is its cost in coins. Spending each type of coin obtains different quality drugs – ‘vanilla,’ average quality versions are priced in silvers, and high-purity drugs must be bought with gold, while spending coppers will net you ‘street-grade’ versions. High-purity versions apply a +2 bonus to save vs. overdose, but a -2 penalty when saving vs. addiction. Street-grade drugs aren’t always what they’re claimed to be – roll on the following table.


Street Drugs (1d6)
1
Snake oil – it’s worthless!
2
What did they put in this thing? Might save vs. immediate overdose!
3
Recycled – drug works fine, but its infected with a random disease (ignore if alcoholic)
4
Something similar – acts as normal, but doesn’t count as a dose for addiction or withdrawal
5
Not quite right – hung over with -1 to a random ability score
6
The real deal! No ill effects.
 

Tuesday, November 5, 2013

Veil, a Cubic Dystopia

Once upon a time, there were many deities.

All were equal, though some, of course, were more equal than others. As with any power structure, the weak soon aligned with the strong, or with each other, creating alliances and pantheons in competition for the souls and riches of the world below. They warred.

Constantly.

Eventually, when the sky was filled with fire and smoke, the land smashed and broken, and the seas choked with holy power, the war met its end. Few mortal creatures survived, and those that did were irrevocably scarred with the terror and pain of generations of divine battle. It was plain to see that the world was in its death throes, and such constant hostilities might soon cause even gods to perish. Without an end to the war, there would be nothing but blood, and dust, and Void.

So the gods convened. A truce was formed, and the task of rebuilding the world begun. The gods called into existence a great Veil, one that no sight nor sense could pierce. The Veil concealed all knowledge of each god's ultimate whereabouts in the new world, hiding from them nothing except their own ultimate place in the world's foundation. With the Veil in place, there could be no hierarchy, no intrigue, no sabotage - every god, save the insane ones, would naturally desire a world where none among them would risk annihilation, or deprivation, or injustice.

So, in the final phases of the world's construction, they decided to merge. There would be but one God, they said, intrinsic to the structure of this new existence, and there would be no rivalries, no contention, nothing but an eternal Peace. And as the dissenters felt their powers drawn inexorably into this thing, this singularity of energy, they broke the agreement.

There was a pop, and a tear, and the Veil tore, and the new earth wrapped itself around the old, and all the old idols crumbled with the shock of rebirth. Dissenters, malformed and shrunken, fled to deep and hidden places. A new Humanity rose up and began slaughtering all the creatures from Before. And there God stood, and saw it was good, and said, "Ashes to ashes, dust to dust."

The new Deity could be called the Primarch, they decided. He - she - it - had dominion over all the beasts of the land and air, the strange creatures of river and sea, and the weather, and the rocks, and everything between and beyond. It could be prayed to, but would not respond except in whispers, or subtle signs. And it wished nothing more than the killing of those "traitors," hidden everywhere in Veil. These demons, it said, were weak and atrophied, wanting nothing more than the plunging of the world into brutal Chaos, or to enslave it a grip of iron, or imprison it in soulless Order.

It was nothing if not vague.

As the Faith spread, adopting nonhumans and barbarians under its wing, it changed, then flexed, then split entirely. Now there are three Faiths, each with their own great city, and client kingdoms, and millions of worshippers.

The Western Faith believes that the forces of evil will bide their time, gathering strength and plotting a single, crippling blow against all holy order in a coming Armageddon. In the fires of the Last War and among the tsunamis of gore will be born an Anti-God, an avatar of nihilism, and the cosmos will return to the hell that was Before. So followers of this Faith hone their blades, building tall fortresses of stone and faith, stockpiling food and gold, all to serve as bulwarks against the Reckoning.

The Eastern Faith instead wishes to fight fire with fire, and use the tools of the Enemy against it. Their great Prophet, Aloysius the Tall, was even an accomplished diabolist, who habitually summed great Terrors only to bind and destroy them, so as to always be practiced at the art. Eastern priests are well-known evangelists, everywhere using the power of negotiation and commerce to bring new lands into the fold. Many Eastern holy sites are built atop known ruins of the old order.

The Southern Faith is composed of the Primarch's Chosen, every one of them, in the flesh. People of other faiths are, of course, welcome to their doubts, and welcome also to live and work in southern lands. Of course, they are obviously unqualified to hold office, or lead armies, or cross any borders or travel long distances.  Southerners believe that their souls, Chosen as they are, can never leave the world - usually, they are recycled as newborns in families of loyal Chosen, but sometimes they appear far afield, in foreign lands known not to the men of Faith.

There are, of course, a few things all three Faiths agree upon:
That there is but one true God.
That It has a Plan.
That It hates the traitor Demons.
That those Demons have many tricks and many disguises.
And They could well appear to be Prophets of the Faith.