Showing posts with label Narcosa. Show all posts
Showing posts with label Narcosa. Show all posts

Friday, October 28, 2016

Project Update: The Narcosa Stashbox, a psychedelic hack of The Black Hack

So the new title of this project is The Narcosa Stashbox. I'm leaving off 'Hack' from most of my titles now.

I've finished class design and now I'm working on a point crawl for Hashishastan. Each class has a special Narcosan feature that involves sex, drugs, or rock and roll. Here are a few classes to satisfy your cravings.

-----

DRUNKEN MASTER

The Drunken Master is a martial artist whose fighting ability increases as they get more drunk.

Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and none.
Attack Damage: 1d6 Unarmed or Improvising/1d4 Weapons

SPECIAL FEATURES
Drunken-style Kung Fu: As part of their action or move, a Drunken Master can drink one mug of beer, a glass of wine, or a shot of liquor, and receive a +2 to the physical stat of their choice (STR, DEX, or CON), while taking a -2 penalty on a random mental stat (INT, WIS, or CHA). Two drinks counts as Advantage. A Drunken Master can drink a maximum of one drink for every odd level for this effect. This effect lasts for one hour per drink consumed.

Stumble-Drunk: When drunk, the Drunken Master gains 2 AP per drink to a maximum of 2 AP for every odd level for this effect. Only usable when wearing no armor.

Recuperating Coma: If the Drunken Master has stat drain, disease, poison, or damage, as an action they may enter a Recuperating Coma. They immediately fall down and pass out until all their drinks have worn off (one hour per drink). In each hour, they can cure a disease or a poison. If they are still in the Coma after curing all diseases and poison, they can heal d8 + the Drunken Master's Level of stat damage or HP in the remaining time.

LEVELING UP
Roll to see if attributes increase, roll twice for CON or DEX.

-----

ILLUSIONIST

Illusionists are makers of fantastical dreamscapes both pleasant and horrific.

Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-Handed Swords and Staff.
Attack Damage: 1d4 / 1 Unarmed or Improvising.

SPECIAL FEATURES
Illusion Spellcasting: Beginning at first level, Illusionists can cast a number of Illusionist Spells per day, see the Spellcasting section, and they use the Daily Conjurers Spells table.

Disbelieve: Rolls with Advantage to disbelieve illusions and avoid damage or the effects of illusions.

Out of their HeadsWhile under the influence of psychedelic drugs, an Illusionist can make their hallucinations become illusions once per day per level. They can do damage (1d8) if believed (test WIS).

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS.

SPELLBOOK
Illusionists start with a large spellbook containing a total of 1d4+2 spells from the Level 1 and 2 Illusionist Spell lists.

-----

WARRIOR

Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Shake It Off: Once per hour, whilst in combat, a Warrior can regain d8 lost HP.

Fighting Machine: As part of their action a Warrior can make 1 attack per level.

Monster Phage: A warrior can eat the heart or other organ of a monster to acquire a skill, ability, or an immunity from an ability of that monster. The warrior starts able to keep one ability at a time. The next monster ability taken erases the previous. At 4th, 7th, and 10th levels, the warrior can keep an additional ability. Make a CON test after eating; on a fail the warrior is nauseated for 1d4 turns – all physical tests are at +1.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or DEX.

-----

Monster Phage was inspired by the Strong class from the excellent Whitehack. Thank you, Jackie Chan, for bringing the Drunken Master to life. I came up with "Out of their Heads" in my own drug-fueled haze. #Narcosa

Monday, September 21, 2015

Gamer ADD

I have a lot of projects going on, but for some strange reason, I don't feel fractured or grinding my gears. Here's what I working on currently:

  • Heroic Age of Tekumel: my own sequel to Empire of the Petal Throne. Almost finished with the quickstart rules. I've also prepared a Fresh Off the Boat scenario for U-Con and Con of the North. This will let me test out the tribe rules. 
  • I ran an old school solo hexcrawl using the Outdoor Survival map and Delving Deeper. The rules worked nice and could easily be tweaked to give custom responses. I so liked the idea of running myself through solos that I want to do it for other games. 
  • Warriors of the Lost Planet: my house rules for running adventures on Tekumel during the Latter Times, only a few thousand years after the Time of Darkness, using Warriors of the Red Planet rules. House rules, races, equipment, etc. First draft done. I've prepared a scenario called Princess Zira and the Jungle Ruins for U-Con and Con of the North. I've made a small 50x50 mile sandbox (vinebox? since it's mostly jungle?) that I want to run through solo to familiarize myself with the rules in play.
  • I'm creating a Greek-themed saltbox of island-hopping adventure. This has a working title of Ancient Adventures, but that's not final. Priest class: first draft done. Enchanter class: first draft in progress. Three sets of D12 subclasses: first drafts in progress. I've been collecting thoughts on a bestiary (simply pull the classic Greek ones out) and encounter tables, an elemental spell lists for nature spirits, and spell lists divided by Olympian deity. This would be suitable for solo play.
  • Rabbits & Ronin: This is a campaign inspired by Stan Sakai's Usagi Yojimbo comic and the RPG from Gold Rush Games in the 1990s. I'm basing this off of Ruins & Ronin with anthropomorphic animals as races. I discovered Mad Monks of Khantoom, a fantastic oriental campaign generator where exploring the 1001 Padogas is the goal. 
  • I also have plans to run Isle of the Unknown as a solo adventure, just to get familiar with LotFP.
  • Dyson's Sandbox: I'm ruminating on all the wonderful adventures written by +Dyson Logos, and have started on making a sandbox to explore them. 
  • Narcosan Stashbox: I'm doing the thinking part of developing a sandbox for Narcosa. I really want to test out my Drug Trance magic users from that august book. #narcosa

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







Monday, March 24, 2014

Drug Trance Mages for Labyrinth Lord and OSR

I have been recreating the Chivalry & Sorcery magic user classes for the OSR. Here is my Drug Trance Mage class for use with Labyrinth Lord and other OSR games.

Drug Trance Mage

Requirements: INT 9, CON 12
Prime Requisite: add INT to the PR of base class

Drug Trance Mages make magical drugs in the form of potions or powders. By taking the drug, they gain the ability to cast a spell for a period of time. Drug trance magic is a part-time pursuit, so any character class can also pursue being a drug trance mage. All drug trance mages advance as Magic Users. Referees may decided to treat it as a skill similar to Alchemy.

Drug-trance mages do not have masters that they learn spells from, nor can they learn from books or scrolls, since this style of magic is intuitive and not an academic form. Sometimes, drug trance mages form secret societies to share knowledge and protect their members. Visions from the drugs can lead the drug-trance mage to the leadership or meeting place of the local secret society.

A drug-trance mage has a maximum spell level of one-half their level rounded up. So, a 3rd level drug mage has a maximum spell level of 2. Drugs they create will contain spells of that difficulty or less.

Formulating Magical Drugs

The drug-making process is a form of enchantment, comparable to writing scrolls. Each drug consists of either a powder or potion made from seven different ingredients, a unique recipe for each spell.

The drug mage chooses the level of the spell they are trying to enchant into the drug, but they don't know what spell will be in the drug until they test a dose. Mages should keep records of their recipes, because the same ingredients will produce the same spell effect. These drugs and recipes are specific to the mage who created them -- they cannot be shared with other drug trance mages.

The ingredients must be worth a total of 100 gp per level of spell, plus 50 gp per dose produced. The mage can make up to ten doses at a time. The process takes one week, though the drug-trance mage only needs to spend two hours a day tending the enchantment process. For example, it costs 750 gp (300 + 450 gp) to make 10 doses of a 3rd level drug.

The end result is a potion if three or more of the ingredients are liquids, or a powder otherwise. Use the sample ingredients lists supplied or create your own. Potions are quaffed and powders can either be smoked, snorted, or mixed with food or drink. Liquids are quicker to consume than powders, but liquids require fragile bottles or expensive metal flasks to carry. Many drug trance mages have a preferred drug form.

The Drug Creation Roll

At the end of this period, the Referee should secretly make a spell saving throw. On a success, the mage completes the enchantment and produces the number doses specified at the beginning of the process. On a critical success, the drug mage can choose the spell placed into the drug within the limits of the level of the recipe. On a normal failure, impurities have been unknowingly been introduced and the drug is Tainted (see below). If a critical failure is rolled, the drug is Addictive (see below).

Drug Testing

To test the drug, the mage consumes a dose. The Referee determines the spell by rolling randomly between all spells of the proper level that aren't already in the drug repertoire of the mage. The drug takes effect after d4 rounds and the high lasts 2d6 turns (the Referee makes the duration rolls secretly). As soon as the drug takes effect, the mage gets a vision of what spell is in the drug and whether it is tainted. Any Side Effects also begin once the drug is active.

For the duration of the drug high, the mage can cast the spell once. Mages can use these drugs safely once a day per level of the drug mage plus the CON Modifier. If this limit is exceeded, the mage has Overdosed (see below). For instance, Jill is a 3rd level drug mage with a CON Modifier of +1. She can take level + 1 = 4 drugs per day. If she takes five drugs in a day, she has Overdosed. If a drug trance mage takes a drug while still under the influence of another drug (duration of first drug has not expired), treat the magic user as if they have Overdosed. If the drug is Addictive, the mage must make a saving throw against poison (add CON Modifier to saving throw) to avoid becoming Addicted.

Tainted Drugs and Overdoses

Tainted drugs are still usable, just more risky. Overdose magic users may still be able to cast. If the drug is Tainted or the drug-trance mage has Overdosed, the mage must make a saving throw vs. poison (plus CON Modifier) to avoid a 'bad trip'. On a success, the mage can cast the spell in the drug normally. On a failure, the caster passes out for 2d6 rounds. On a critical failure, the caster loses consciousness for 2d6 turns. At the end of this period, the mage must recuperate for an equal amount of time to regain their strength.

After two weeks of research, the mage can make another batch of a Tainted drug from the same recipe, trying to tweak the formula using the same ingredients, and avoiding contamination of the new batch. Reroll the Drug Creation roll at +2 for each successive formulation.

Drug Addiction

If a mage consumes an Addictive drug, they must make a poison save (plus CON modifier). If they fail their Addiction save, they become Addicted to the drug. Each day thereafter, the caster must make a saving throw against spells (plus WIS Modifier) or they must take a dose of the drug. If the caster already has an Addiction, the roll is -5. If they take the drug, it works normally, subject to Tainted and Overdose rolls. If the mage rolls a critical success, they have broken the addiction. A character can be addicted to more than one drug at a time.

Side Effects

Using magical drugs can have side effects. Each time a drug is used, check the Side Effects Table to see what happens on this trip. These side effects do not affect the mage's spellcasting ability.

Side Effects Table

d20 Side Effect
1-5 No side effects
6-7 Intoxicated (-2 on all rolls)
8-9 Mellow and friendly (-2 on taking violent actions)
10-11 Lecherous (distracted by preferred gender)
12-13 Sleepy (-2 on all skills)
14-15 Hallucinations (distracted by things that don't exist)
16-17 Paranoid (distracted by constant enemies)
18-19 Angry and violent (-2 on taking non-violent actions)
20 Roll twice

Modifiers: (cumulative)
Tainted +2
Overdose +2
Mixing drugs +2 for each additional dose
CON 13+ subtract CON Modifier

Example Magical Drug Ingredient List

Plants (leaf, root, flower, seed, fruit)

Aloe
Belladona
Boneset
Cherry
Cloves
Frankincense
Gardenia
Jasmine
Lavendar
Lotus
Mace
Mistletoe
Mushroom
Musk
Myrrh
Narcissus
Nightshade
Nutmeg
Opium
Orchid
Peony
Pepper
Poppy
Rose
Saffron
Sage
Sandalwood
Sunflower

Liquids

Beer
Blood
Brandy
Oil
Enchanted pool water
Holy water
Hot spring water
Mead
Water
Wine

Animals (bone, horn, teeth, hide, organs)

Ape
Basilisk
Bat
Boar
Bull
Chimera
Crocodile
Dog
Dove
Dragon
Eagle
Eel
Elephant
Elf
Fish
Frog
Ghoul
Giant
Hawk
Hippogriff
Horse
Human
Imp
Leviathan
Lion
Lycanthrope
Manticore
Minotaur
Ogre
Reptile
Rhinoceros
Sea Mammal
Shark
Sparrow
Squid
Stag
Swallow
Tiger
Toad
Troll
Unicorn
Wolf