Thursday, April 30, 2020

d66/d36 Backgrounds for Ghoul(ish) Characters.

Image: Ghoul leaning on a headstone, a human skull at its feet.
Talisman board game character by Gary Chalk.

Motivated by this post on Alone In The Labyrinth, and because I haven’t done a d66 table in a while, some archetypes/ backgrounds/ careers for Ghouls. And a possession for each, for extra seasoning.

 

‘My Ghouls are not like your Ghouls’: just because you’re a mouldy necrophage doesn’t mean you’re a bad person. They are Neutral in simple alignment terms, and with similar extremes of good and bad as in humans. Average or better Normal Human Intelligence.

 

There are more Ghoul-kin in the world than you think. Some never fully fledge, but they do gravitate towards professions and lifestyles where the border between Humanity and Ghouldom narrows down.

 

Some scholars believe that the transformative Ghoul-venom is simply a hyper-concentration of (or a catalyst for) something already present within Human germ cells or even in the environment itself.

 

System and setting neutral (the original of the Silent Performer was Pre-Talkies Vamp), but the Tanner specifically references D&D adjacent Ghast (big smelly Ghoul). There’s nothing particularly gonzo here – I generally prefer things to start off grounded in the mundane.

 

Reorder if you prefer a different spread of probability; I just put numbers against a list I made.

 

11.  Compulsive Gourmand.

You just had to taste it all.

Custom-made utensils.

12.  Slugs and Snails and Puppy Dog’s Tails.

You are (or were) a rather lovable but rather creepy little kid.

Something precious or A raggedy animal(?) companion.

13.  Avuncular Surgeon.

Plenty of business and very little waste.

Meticulously maintained tools.

14.  Cheery Gravedigger.

An upstanding and necessary member of the community.

            A merry tune to work by.

15.  Night Owl/ Insomniac/ Somnambulist.

You either just like being out and about at night, or you are compelled to it.

You don’t know, you just picked it up.

16.  Kind-eyed Mortician.

An upstanding and necessary member of the community.

Modest, out-of-the-way premises.

21   Jolly Butcher.

A fine upstanding and necessary member of the community.

The respect and confidence of your neighbourhood.

22.  Unassuming Animal Slaughterer/Deboner.

No reason for you not be covered in gore and brains.

Gauntlets, apron, hammer, knives.

23.  Professional Mourner.

You might just stand unintroduced and unobtrusive at a respectful distance.

Lead-and-iron sistrum, ashes-and-sackcloth, thick knotted rope or Appropriate mourning garb.

24.  Silent Performer.

Subtle or exaggerated, feted or despised.

High-contrast make-up, possibly A pair of white gloves.

25.  Wandering Balladeer.

Mainly ‘orrible murder, dead true loves and gallows confessions.

Inky fingers and Dramatic flair.

26.  Anatomist.

Medical expert or enthusiastic amateur.

Bag full of knives.

31.  Reanimator.

Not necessarily successful.

Not necessarily medical equipment.

32.  Demoniac.

Real or imagined.

A mouthful of pins and beetles.

33.  Berserker.

What you do might be accepted or overlooked.

Mercenary’s license.

34.  Scavenger.

It just seemed like a natural progression.

Grappling hook.

35.  Survivor.

You did what you had to, then you missed it, then you craved it.

Ground razor-sharp, a highly polished human thigh bone.

36.  Hermit/ Eremite.

You just want to be left alone.

None of your business.

41.  Necrophile.

You love the dead, but don’t necessarily love the dead.

Antibacterial fungicidal soap (pleasantly scented) or A little book of poems.

42.  Corpse Eating Cultist.

Whether it’s why you joined or one of the inner mysteries, it’s what you’re doing now.

Secret sign.

43.  Careless/ Carefree.

You’re going to get into trouble sooner rather than later.

Inaccurate threats of blackmail.

44.  The Descendant.

Scion of an accursed and ancient line, the sins of the fathers made flesh in you.

Antiquated signet ring or Dusty legal documents.

45.  Cannibal.

You already eat people when they’re fresh.

Alarming cutlery.

46.  Murderer.

You’ve already gone this far.

Not all of the incriminating evidence.

51.  Ministering Angel.

Your care of the sick, old and injured is legendary.

Natural talent for healing.

52.  Aesthete/ Hipster.

Absolutely committed.

Something you wouldn’t have heard of.

53.  On Patrol.

You’ve got a very good reason to be poking around after dark.

Badge to flash.

54.  Florist.

You smell nice, everyone notices that about you.

Warm beds of moist earth.

55.  Accomplished Chef.

You even know how to prepare lamb Amirstan.

A Cookbook; it’s a Cookbook!

56.  Tanner.

You smell …strongly, everyone notices that about you.

Ghast stench, if you like.

61.  Dedicated Brewer/ Vintner.

They joke that you sleep in the cellars with your barrels.

Signature beverage with humorous name.

62.  Survivalist/ Prepper.

You found a solution for one of the likely problems.

Not as much food or medical supplies as was expected.

63.  Cruel.

Even your peers think you’re loathsome.

A hold over people in a particular circumstance.

64.  True Innocent.

You don’t understand why they’re going to burn you, nor they why they weep.

Tangible blamelessness.

65.  Veteran.

Opportunities of war in lands near and far.

Conversation pieces, maybe a necklace of them.

66.  Hum-Ghoul.

Mummy and Daddy both love you very much.

A little reminder of the parent you don’t lair/live with.

 

 

 

 

Monday, April 27, 2020

3d6 vs. AC Hit Rolls

TL; DR: Table of % chances to Hit using various permutations of 3d6 vs. ascending AC 9 to 18, instead of d20.


Av.
Ex Rng
to Hit AC 9
10
11
12
13
14
15
16
17
18
3d6
10.5
8-14
74%
63%
50%
38%
26%
16%
9%
5%
2%
*%
3d6 -1
9.5
7-13
63%
50%
38%
26%
16%
9%
5%
2%
*%
-
3d6 -2
8.5
6-12
50%
38%
26%
16%
9%
5%
2%
*%
-
-
3d6 -3
7.5
5-11
38%
26%
16%
9%
5%
2%
*%
-
-
-
3d6 +1
11.5
9-15
84%
74%
63%
50%
38%
26%
16%
9%
5%
2%
3d6 +2
12.5
10-16
91%
84%
74%
63%
50%
38%
26%
16%
9%
5%
3d6 +3
13.5
11-17
95%
91%
84%
74%
63%
50%
38%
26%
16%
9%
4d6 DL
12.2
9-15
90%
82%
73%
62%
49%
35%
23%
13%
6%
2%
4d6 DH
8.8
6-12
51%
38%
27%
18%
10%
6%
3%
1%
*%
*%
3d6 adv
12
10-14
93%
86%
75%
61%
45%
30%
18%
9%
4%
1%
3d6 dis
9
7-11
55%
39%
25%
14%
7%
3%
1%
*%
*%
*%
4d6
14
11-17
95%
90%
84%
76%
66%
56%
44%
34%
24%
16%


  • DL drop the lowest.
  • DH drop the highest.
  • adv/dis advantage/disadvantage (reroll for a higher/lower result).
  • Av. average roll, rounded to one decimal place.
  • Ex Rng expected range of most rolls, based on rounded averages and standard deviation.
  • ascending AC.
  • *% rounds to lower than 1%.
  • - cannot be achieved on an adjusted roll.
  • all percentages are rounded up or down to nearest whole number (for spacing reasons).
I used a combination of AnyDice and Rumkin Die Roll Stats to compile this; any mistakes are mine, from input or interpretation.

For the homebrew D&D-adjacent system I've used and continue to tinker with, there's a 3d6 Hit Roll (4d6, drop lowest, for Fighters and monsters), vs. base AC 9 and the leather/chain/plate scale from BECMI etc. No bonuses to Hit or to AC from Ability Scores. Base damage is the margin-of-success; crits on triples (less than 3% chance). There are Parry and Dodge options. 

I currently use AC 15 (plate/Heavy) as the hard cap for the system, and there are (good?) mechanical as well as narrative reasons for adventurers to favour lighter protection. 

I've extended the AC line to cover the base ACs of most retro clones (10), plus Basic Fantasy RPG (11) and Lamentations of the Flame Princess (12), up to the maximum unadjusted roll of 18.

While primarily interested in the 3d6 and the 4d6DL rolls, I've included adjustments -3 to +3, 4d6DH, advantage/disadvantage, and straight 4d6 (but ignoring rolls above 18) for comparison.

Addendum (28/04/2020).

Link to the d20 SRD entry for Bell Curve Rolls (3d6, but also 2d10), for reference.

You could use the Dragonwarriors Armour Factor progression instead of D&D adjacent, which would bring the numbers down a bit if you don't like how strong Heavy/Plate gets: padded leather +1, hardened leather +2, ring mail +3, chain +4, plate +5.

For the tinker homebrew, shields do not contribute to AC, but there's no reason not to use them RAW for your preferred system if you're using this.

Also for the homebrew, monster ACs tend to be the same as Unarmoured, but a tough hide (Elephant) might be +2 (leather); a scaly hide (Crocodile) might be +3 (BECMI scale mail); a shell/carapace (Giant Beetle) +5 (BECMI banded), and a Living Stone Statue equal to Heavy/Plate at +6 (though could also be AC 9, but only ever takes one point of damage per hit and you risk breaking your weapon).