I really want the Lamentations of the Flame Princess Race as Classes as Races, so I did a little editing on the standard descriptions so they could be used as Races.
Dwarf
As a race, Dwarfs are short and stocky, about four feet tall, and one hundred thirty-five pounds. They live about three hundred years. They typically have a ruddy complexion and rather gruff personalities; joviality is an unknown quality in Dwarfs, even those roaming the surface. All Dwarfs value their beards, and the length of one’s beard is the real measure of a Dwarf ’s virility and worth, and often the beard is exquisitely styled and decorated.
Dwarfs are not a magic-using race, but are fierce and resilient warriors. They can also be specialists or clerics. They do have a natural connection with the Earth itself and a cultural understanding of construction and due to this has a greater initial Architecture score than other characters. Their Architecture skill starts at 3 in 6, and goes up by 1 every 3 levels at 4th, 7th, and 10th levels. Dwarves use d10 for hit dice.
Dwarfs are able to bear incredible burdens; it takes five additional items for a Dwarf to gain the first encumbrance point. A Dwarf receives a +1 bonus to his Constitution modifier (so a Dwarf with a 12 Constitution has a +1 modifier instead of the usual 0 modifier, for example). A Dwarf also continues
to apply his Constitution modifiers, if any, to Hit Points gained after level nine. Due to their size, Dwarves cannot use large weapons, and must use medium weapons two-handed.
Elves
Elves are creatures of magic related to the faerie. As such, they typically enjoy living in the deep wilderness
and adapting their homes to be in harmony with their surroundings. They are on average about five feet tall, and usually slender. Their most striking features are their pointed ears (how large these ears are will differ from region to region) and disproportionately large eyes which are often a color not found in the other races.
Elves can be fighters, magic users, or speciaists. They can also combine fighter and magic user into a single class called warrior mage. Elves use the same spell lists and spell progressions as Magic-Users. Full details of an Elf’s magical abilities are detailed in the Magic section. Elves’ enhanced senses allow them to Search more effectively than others (2 in 6 chance), and they are less often surprised than other races (1 in 6 chance). Their Search skill starts at 2 in 6, and goes up by 1 every 3 levels at 4th, 7th, 10th, and 13th levels. Elves use d6 for hit dice.
Halflings
Usually standing about three feet tall, all other physical features of Halflings will differ by region, but one never varies. They have rather large, hairy feet and prefer to go barefoot. Their feet are sufficiently protected and insulated that they suffer not frostbite in the winter, nor disease or parasitical infestation in warmer climes. Halflings as a race do tend to take their pleasures very seriously, and the fat and happy Halfling stereotype has taken hold because rural farmers, while dedicated and fastidious in their work, have all the food that they could ever want and not a lot of reason to engage in moderation. Those used to that stereotype are very surprised the first time that they meet a chiseled, battle-scarred warrior Halfling. Halflings live on average about one hundred years.
One stereotype of Halflings that rings true is that while they tend to be gracious to guests and not shy about invitations, they do prefer to be home. Halfling Player Characters are those that have left their homelands to seek adventure and fortune. They are generally seen as troublemakers (and perhaps a touch crazy) by their kin who are not so inclined. Halflings can be fighters or specialists.
Halflings are very quick and agile folk, and so add one to their Dexterity modifier and receive a one point bonus to Armor Class when not surprised. In the wilderness, Halflings have the uncanny ability to stay hidden and so have a 5 in 6 Stealth skill. Halflings also begin with a 3 in 6 Bushcraft skill due to Halfling society being traditionally in harmony with nature. Their Bushcraft skill goes up by 1 every 3 levels at 4th, 7th, and 10th levels. Halflings use d6 hit dice.
Due to their size, Halflings cannot use large weapons, and must use medium weapons two-handed.
In Honor and Memory of Professor M.A.R. Barker (1929-2012)
This blog will discuss roleplaying games, but especially Tekumel. Tekumel is a fantasy world, described in Empire of the Petal Throne, as well as novels, such as 'The Man of Gold'.
For more information on Tekumel, see the Official Tekumel website, as well as my Tekumel website on Weird Realm..
Showing posts with label Lamentations. Show all posts
Showing posts with label Lamentations. Show all posts
Saturday, February 27, 2016
Monday, January 18, 2016
MY OSR Frankenclone
After reading and playing several OSR clones, I've started to piece together the set of rules I'd like to run with for my generic fantasy games. I feel like Dr. Frankenstein, procuring the best parts from various corpses to make his masterpiece monster. So I present to you ...
Labyrinth Lord as a base
Advanced Edition Companion
Lamentations of the Flame Princess
Theorems and Thaumaturgy
Dyson Logos
Delving Deeper
Wilderness Hexplore
New Material
I'm sure there's more, but this looked like a good base to start from.
MY OSR Frankenclone!
Labyrinth Lord as a baseAdvanced Edition Companion
- Character Abilities
- Races
- Dwarves,
Elves, Gnomes, Halflings,Half-Elves, Half-Orcs, Humans - Classes
- Assassins, Clerics, Druids, Fighters, Illusionists, Magic Users, Monks, Paladins, Rangers,
Thieves - Secondary Skills/Background
- Multiclassing
- Spell Lists
- Magic User, Druid, Illusionist, Cleric
Lamentations of the Flame Princess
- Classes
- Specialists replace Thieves
- Skills
- AAC
- Combat Options
- Parry
- Press
- Defensive Fighting
Theorems and Thaumaturgy
- Races
- Fey Elf replaces Elf
- Classes
- Sorcerer for Fey Elf (see below)
- Elementalist?
- Necromancer?
- Vivimancer?
- Expanded Illusionist
- Magic
- INT spell bonus for Magic User, Illusionist, and Fey Elf similar to Wisdom Table II
- Detect Magic as Class Ability?
- Complicated High-Level Spells
- Magical Affinities instead of/in addition to Magic User Subclass?
Dyson Logos
- D12 Subclasses
Delving Deeper
- Random Terrain
- Land, Sea, Clouds
- Random Encounters
- Strongholds
Wilderness Hexplore
- Random Features
New Material
- Races
- Modify AEC Races using LotFP skill system
- Feyborn race as Half-Elf replacement, riffing off the Fey Elf
- Classes
- Priest class similar to Olympian Priests for non-military clerics
- Enchanter class
- Magic
- Read Magic as Class ability
I'm sure there's more, but this looked like a good base to start from.
Thursday, January 7, 2016
PCs for the Aegean Saltbox
In playtesting my rules for the Aegean Saltbox, I created six characters to run through the random wavecrawl tables, and perhaps The Bad Myrmidon. Perhaps you'd be interested in seeing what the rules produce currently. I decided one of each of Enchanters, Olympian Priests, and Specialists, and three Fighters would be the proper mix.
Let me know what you think, what you like, what doesn't make sense.
Chryseis, Priestess/Mystic, Goddess: Aphrodite
Gender: female
CHA: 14/+1
CON: 7/-1
DEX: 13/+1,
INT: 14/+1
STR: 9
WIS: 13/+1
Gender: female
CHA: 14/+1
CON: 7/-1
DEX: 13/+1,
INT: 14/+1
STR: 9
WIS: 13/+1
AC: 12
HD: 1d6 hp /
Cash: 63 sp
Spells: 1/0/0/0/0/0/0
Aphrodite's Beauty: Charm Person once a day
Mystic: can commune with their deity (3 T) and ask one question a day
Stuff: Holy symbol-silver rose, dagger, belt pouch, tinderbox, staff, bedroll
HD: 1d6 hp /
Cash: 63 sp
Spells: 1/0/0/0/0/0/0
Aphrodite's Beauty: Charm Person once a day
Mystic: can commune with their deity (3 T) and ask one question a day
Stuff: Holy symbol-silver rose, dagger, belt pouch, tinderbox, staff, bedroll
Aphrodite Spells for Level 1: Allure, Bless, Charm Person, Command, Create Water, Cure Light Wounds, Light, Purify Food and Drink, Remove Fear, and Unseen Servant.
Hermippos, Enchanter/Necromancer, God: Hermes
Gender: male
CHA: 16/+2
CON: 8/-1
DEX: 13/+1
INT: 13/+1
STR: 10
WIS: 8/-1
Gender: male
CHA: 16/+2
CON: 8/-1
DEX: 13/+1
INT: 13/+1
STR: 10
WIS: 8/-1
AC: 14
HD: 1d6 hp /
Cash: 41 sp
Necromancer: Speak with Dead once per day.
Stuff: Leather breastplate, greaves/vambraces, staff, 4 daggers
HD: 1d6 hp /
Cash: 41 sp
Necromancer: Speak with Dead once per day.
Stuff: Leather breastplate, greaves/vambraces, staff, 4 daggers
Isocrates, Specialist/Scout, God: Hades
Gender: male
CHA: 12
CON: 9
DEX: 14/+1
INT: 10
STR: 11
WIS: 11
Gender: male
CHA: 12
CON: 9
DEX: 14/+1
INT: 10
STR: 11
WIS: 11
AC: 15
HD: d6 /
Cash: 2 sp
Bushcraft 3
Stealth 3
Search 2
Scout: +1 initiative, +1 Stealth
Stuff: Leather breastplate, leather helmet, greaves/vambraces, 2 daggers, backpack, pouch
HD: d6 /
Cash: 2 sp
Bushcraft 3
Stealth 3
Search 2
Scout: +1 initiative, +1 Stealth
Stuff: Leather breastplate, leather helmet, greaves/vambraces, 2 daggers, backpack, pouch
Damone, Fighter/Amazon, Goddess: Hera
Gender: female
CHA: 14/+1
CON: 14/+1
DEX: 14/+1
INT: 10
STR: 14/+1
WIS: 5/-2
Gender: female
CHA: 14/+1
CON: 14/+1
DEX: 14/+1
INT: 10
STR: 14/+1
WIS: 5/-2
AC: 17/18
HD: d8 /
Cash: 0 sp
Amazon: add CHA bonus (minimum +1) to AC if no breastplate.
Stuff: Sword, Shield, bronze helmet, greaves/vambraces, bow, quiver, arrows
HD: d8 /
Cash: 0 sp
Amazon: add CHA bonus (minimum +1) to AC if no breastplate.
Stuff: Sword, Shield, bronze helmet, greaves/vambraces, bow, quiver, arrows
Myronides, Fighter/Berserker, God: Apollo
Gender: male
CHA: 10
CON: 12
DEX: 8/-1
INT: 9
STR: 15/+1
WIS: 9
Gender: male
CHA: 10
CON: 12
DEX: 8/-1
INT: 9
STR: 15/+1
WIS: 9
AC: 16/17
HD: d8 / 8
Cash: 17 sp
Berserker: can frenzy in battle, +2 to hit, -2 AC for 1 T
Stuff: Bronze breastplate, leather helm, shield, greaves/vambraces, spear
HD: d8 / 8
Cash: 17 sp
Berserker: can frenzy in battle, +2 to hit, -2 AC for 1 T
Stuff: Bronze breastplate, leather helm, shield, greaves/vambraces, spear
Aristophanes, Fighter/Charioteer, God: Zeus
Gender: male
CHA: 9
CON: 14/+1
DEX: 15/+1
INT: 6/-1
STR: 11
WIS: 12
Gender: male
CHA: 9
CON: 14/+1
DEX: 15/+1
INT: 6/-1
STR: 11
WIS: 12
AC: 18/19
HD: d8 / 8
Cash: 5 sp
Charioteer: +1 hit and damage from chariot, good judge of horses
Stuff: leather breastplate, bronze helm, shield, greaves/vambraces, sword
HD: d8 / 8
Cash: 5 sp
Charioteer: +1 hit and damage from chariot, good judge of horses
Stuff: leather breastplate, bronze helm, shield, greaves/vambraces, sword
Saturday, December 19, 2015
Using Lamentations of the Flame Princess skills system with S&W White Box + White Box Omnibus
I really like the LotFP skill system. So I'm seeing how I can use it everywhere. I want to try out +James Spahn's White Box Omnibus for some adventures, take it for a spin. So I'm bringing the LotFP skills along too.
Architecture (1 in 6)
Bushcraft (1 in 6)
Climb (1 in 6)
Languages (1 in 6)
Open Doors (1 in 6)
Search (1 in 6)
Sleight of Hand (1 in 6)
Sneak Attack (1 x damage)
Stealth (1 in 6)
Tinker (1 in 6)
Most classes have a 1 in 6 chance to succeed at these skills.. Specialists get 4 skill points at 1st level and 2 skill points per level after that. They can spend skill points to raise the chance of success in a skill by 1.
Dwarves have Architecture starting at 3 in 6, Elves have Search starting at 2 in 6, and Halflings have Bushcraft starting at 3 in 6 and Stealth at 5 in 6. Their skills (except Halfling Stealth) each go up as they go up in levels.
Lore for Bards and Scholar Magic Users. Forestry for Druids and Rangers. Stealth for Monks. Thievery for Thieves. In S&W White Box, it describes the following skills for the demihumans: Dwarvish Keen Detection can detect traps, slanting passages, and construction underground, Elvish Keen Detection allows them find hidden doors, and Halfling Near Invisibility allows them to move silently and hide well.
Lamentations of the Flame Princess
LotFP uses a few skills. Architecture (1 in 6)
Bushcraft (1 in 6)
Climb (1 in 6)
Languages (1 in 6)
Open Doors (1 in 6)
Search (1 in 6)
Sleight of Hand (1 in 6)
Sneak Attack (1 x damage)
Stealth (1 in 6)
Tinker (1 in 6)
Most classes have a 1 in 6 chance to succeed at these skills.. Specialists get 4 skill points at 1st level and 2 skill points per level after that. They can spend skill points to raise the chance of success in a skill by 1.
Dwarves have Architecture starting at 3 in 6, Elves have Search starting at 2 in 6, and Halflings have Bushcraft starting at 3 in 6 and Stealth at 5 in 6. Their skills (except Halfling Stealth) each go up as they go up in levels.
S&W White Box + White Box Omnibus
White Box Omnibus has a few skills:Lore for Bards and Scholar Magic Users. Forestry for Druids and Rangers. Stealth for Monks. Thievery for Thieves. In S&W White Box, it describes the following skills for the demihumans: Dwarvish Keen Detection can detect traps, slanting passages, and construction underground, Elvish Keen Detection allows them find hidden doors, and Halfling Near Invisibility allows them to move silently and hide well.
The Proposal
I propose to replace the White Box Omnibus skills with LotFP skills, replace Thieves with the LotFP Specialist, and add Lore to the list of skills. Forestry becomes Bushcraft, Dwarves get Architecture, Elves get Search, and Halflings get Bushcraft and Stealth.Sunday, March 29, 2015
Gaming Bucket List -- sort of
Someone asked about what setting you wanted to play or run. I expanded the question to what setting and what rules system, and gave a long list. And here's my list. Some of these would be one shots, some a series of sessions, and some full-fledged campaigns. Think of it as a gaming bucket list. Not necessarily in order.
Games/Settings I Want to Run:
- Beyond the Wall + Midkemia (campaign)
- Warriors of the Red Planet + Jungle Venus (campaign)
- Labyrinth Lord + #Narcosa and all magic users are Drug Trance Mages (campaign)
- Swords & Wizardry White Box/Delving Deeper + DNA Apocalypse (series)
- Heroes and Other Worlds + Morgansfort/Haven/Citybooks (campaign)
- Lamentations of the Flame Princess + Isle of the Unknown
- DCC + Well of Souls/Treasure Vaults (series)
- Flashing Blades/Lace and Steel/Swashbucklers of the 7 Skies + Renaissance Fantasy (campaign)
- D6 Star Wars (campaign)
- WaRP/OTE + Time Travel Troubleshooters (series)
- Ruins and Ronin, Bushido, or Land of the Rising Sun (campaign)
- Mazes and Minotaurs (series)
- HOW+ B-series on this guy's map (one-shot)
- Chivalry and Sorcery (1st or 2nd Edition) + Arden or mythic Europe (series)
- Other Dust/Mutant Future + Metamorphosis Alpha Complex (series)
Games I Want to Play:
- Space: 1889
- Runequest
- The Red and Pleasant Land
- ACKS
- Paranoia
- Skyrealms of Jorune
- Legend of Five Rings
- Ars Magica
- Seven Seas
- Sorcerer's Crusade
- Carcosa
- Thieves world
- Lankhmar
- Pendragon
Wednesday, September 3, 2014
Summon a Little Demon
Just thought I'd post a random demon rolled on the charts for the Summon spell in Lamentations of the Flame Princess. I've added this spell to my Time of No Kings era Tekumel rules.
Brainonicus
Giant Brain, 4 HD, AC 12, Move 120", Attack d6, ML 10
Appendages:
Icy stripes -- how it moves so fast
Crystalline branches
Powers:
8th level spellcaster
This is one nasty demon. When playing around with the rules for this spell, the summoner, a 2nd level magic user managed to dominate it with a Great Margin, and convinced it to serve him for a year and a day.
Brainonicus
Giant Brain, 4 HD, AC 12, Move 120", Attack d6, ML 10
Appendages:
Icy stripes -- how it moves so fast
Crystalline branches
Powers:
8th level spellcaster
This is one nasty demon. When playing around with the rules for this spell, the summoner, a 2nd level magic user managed to dominate it with a Great Margin, and convinced it to serve him for a year and a day.
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