Wednesday, December 13, 2023

Lone Wolf (Kai Lord) for Basic Games

 

Joe Dever and Gary Chalk did this; Gary Chalk also did the illustrations/covers (initially).

Charisma 13, Constitution 14, Dexterity 16, Intelligence 13, Strength 16, Wisdom 16 

Ranger 4/ Monk 4 (5d8)

Last of the Kai Lords on a mission of vengeance against the Darklords of Helgedad.

He looks, sounds and acts a bit like YOU, now that I think about it (pronouns as appropriate, then).

This treatment is an approximation of the starter character for the first five books (the Kai Series).

Armour: Lone Wolf's monastic training gives a +3 AC bonus in lieu of Dexterity when Unarmoured.

Otherwise, Lone Wolf generally uses Low Armour Settings.

Weapons: Favours the hand axe and the sword, but proficient in all the usual martial tools.

Lone Wolf dual-wields without penalty, as per your system.

Monastic training gives Lone Wolf a +2 damage bonus with all weapons if this is better than the bonus for Strength.

Bows don't become a feature until Book 6, but that doesn't mean Lone Wolf can't use one.

Extra Attacks: as well as dual-wielding, Lone Wolf gets an additional (single) attack at the end of every fourth combat round. 

This is resolved after all other business.

Favoured Enemy: +4 attack bonus and -4 reaction penalty when faced with the forces of the Darklords.

Surprise: Lone Wolf surprises opponents 50% of the time (1-3 on d6) and is only surprised on a 1 on d6.

Thief Skills: standard probabilities and backstab adjustments for a 4th level character with the given ability scores (your edition may vary). 

Hide in Shadows and Move Silently are effective in dungeon, rural and urban environments. 

Does not normally carry tools for Open Locks and Remove Traps.

Alignment: Like a Paladin, if they were chosen rather than made, Lone Wolf is likely Lawful Good in the nine-alignments system; Lawful in the three-way. 

Or Neutral.

Kai Disciplines.

As an Initiate, Lone Wolf has learned five Kai Disciplines.

All these abilities use the local version of psionics/ki to complement mundane knowledge and experience.

Animal Kinship: This skill enables a Kai Lord to communicate with some animals and to be able to guess the intentions of others.

Use speak with animals and 2e AD&D Ranger animal empathy ability as a guideline.

Healing: This Discipline can be used to restore ENDURANCE points lost in combat.

A pool of 8 hp (per day) that can be used to heal self or others.

Lone Wolf can administer to others during combat but not to self.

Mindshield: The Darklords and many of the evil creatures in their command have the ability to attack you using their Mindforce. The Kai Discipline of Mindshield prevents you from losing any ENDURANCE points when subjected to this form of attack.

Either play this straight as the Monk's ability (ESP is only 30% effective), or have Lone Wolf be immune to psionics of 4th level/HD or less.

Or break out a psionics system.

Sixth Sense: This skill may warn a Kai Lord of imminent danger. It may also reveal the true purpose of a stranger or strange object encountered in your adventure.

This is why Lone Wolf is only surprised on a 1 on d6. Could also be used as a 1 on d6 chance of reveal(ing) the true purpose.

Tracking: This skill enables a Kai Lord to make the correct choice of a path in the wild, to discover the location of a person or object in a town or city and to read the secrets of footprints or tracks.

Use Bushcraft/Tracking mechanic/subsystem. Works in dungeons, but not as well - you might be able to retrace your steps in a maze (and realise the walls have been shifting when your back was turned), but it wouldn't automatically help you find your way out.

The Sommerswerd.

Lone Wolf's signature weapon. It can only be wielded by a Kai and Lone Wolf is the only one left.

Like a Paladin, it's not subtle in its righteousness.

Has the powers of both a sun blade and a sword +5, holy avenger (treat Lone Wolf as a Paladin of the same level).

Sometimes, for climactic purposes, it can launch a lightning bolt that explodes as fireball that dispels evil.

It definitely has some of these effects during dramatic battle-scenes.

The +10 dmg vs. chaotic evil applies to the Darklords and their servants in particular, and is inflicted by mere touch. You decide whether this stacks with double-damage vs. undead.

It's hard to pretend that you're not a champion of Good/Light, if not The Actual Lone Wolf, when you're carrying the Sommerswerd, and some beings will be alerted by its very presence, even if concealed. 

The Other Kai Disciplines.

Lone Wolf gets a new Discipline each time you complete a book in the series, so individual Lone Wolfs (Wolves?) could have different ones to those given above. My choices were suggested by the existing features of the source classes.

Also a starting point for running your own Kai characters.

Camouflage: This Discipline enables a Kai Lord to blend in with his surroundings. In the countryside, he can hide undetected among trees and rocks and pass close to an enemy without being seen. In a town or city, it enables him to look and sound like a native of that area, and can help him to find shelter or a safe hiding place.

+ 10% to Hide in Shadows and Move Silently; effective in dungeon, rural and urban environment. Porous border with performance and survival skills.

Hunting: This skill ensures that a Kai Lord will never starve in the wild. He will always be able to hunt for food for himself except in areas of wasteland and desert. The skill also enables a Kai Lord to be able to move stealthily when stalking his prey.

Covers the surprise bonus. Self-sufficiency in the wilderness; debatable whether it could help support others.

Mind Over Matter: Mastery of this Discipline enables a Kai Lord to move small objects with his powers of concentration.

Approximately mage hand, and can substitute for tools to Open Locks and Find/Remove Traps. 

A limit on uses per day seems fair (suggest as low as 1, soft cap 3, hard cap 4), as Lone Wolf rarely seems to use it more than once or twice an adventure (in my experience - and I stopped at book 12).

Or break out a psionics system.

Mindblast: This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL.

If the target is not immune (Mindshield), they attack at -2. Or this could be represented by the +2 dmg bonus with all weapons. 

Or break out a psionics system.

Undead are not universally immune to Mindblast, though this would seem logical.

Weaponskill: Upon entering the Kai Monastery, each initiate is taught to master one type of weapon. 

If taken at the start, it's with the Axe or Quarterstaff (50/50); taken later on, it'll be with the Sword.

Treat as weapon specialisation (+1 to hit, +2 dmg).

Commentary.

Sprang almost fully formed from this comment by Kelvin Green on a previous post.

Serendipity. Lone Wolf looks like a Ranger. The Kai are (Warrior) Monks. If you combine the abilities of the 1e/2e Ranger and the 1e Monk, you end up with something not very far off the Lone Wolf starter character from the first five books (the Kai Series). 

Ability scores follow the minimum requirements (boosted to XP bonus values) for the AD&D Monk and Ranger.

Some Monk abilities were dropped, but could be reintroduced once Lone Wolf becomes a Magnakai.

There is no Ba5ec Lone Wolf: it wasn't as neat as the older edition Ranger/Monk.

Lone Wolf feels more fragile than other fictional heroes, because you're in control of their fate, rather than the author - hence sticking with the 1e Ranger d8 HD, rather than boosting it to 5e's d10. This should be more than counterbalanced by the Sommerswerd and the panoply of abilities.

(There is a d20 and a 5e Kai Lord class out there if you want to compare and contrast, and I think the Kai Lord would work really well for Epic 6)

Tuesday, December 5, 2023

Non-Plussed - d36 Magical Weapon Properties

Hand Weapons of Mass Destruction/ Victor Naumenko

Most suitable, I think, for the lower level/magic end of the game scale, or for when you don't expect to go beyond a few sessions.

Some things aren't going to work the same (or possibly at all) due to the niceties of various similar systems. Eg. even across AD&D, Chainmail OD&D and LotFP a 4th level Fighter is different.

System agnostic but reeks of D&D.

I've generally got swords in mind here, but why not axes, spear, hammers and bows, too?

1. Roll d6:

  1. Won't break through normal use. Creative misuse, specialised technique or a feat of great strength to destroy. Still needs sharpening.
  2. A blade that won't bend or blunt. You can shave with it, hack apart doors and vines, run through countless armoured foes, and you'll also have to institute damage & degradation subsystems for other weapons, or it's not really worth a damn. Can still be broken.
  3. Invulnerable Monsters are vulnerable to it. But this pre-supposes a setting where immunity to normal weapons is much more special than in vanilla fantasy, or maybe a monster whose Invulnerability is a function of its great size.
  4. Raise your Strength to the next adjustment/bonus tier (eg. penalty to no penalty, no penalty to bonus etc) while wielding the weapon. Maximum benefit is superhuman/one tier above human maximum.
  5. Raise your Dexterity to the next adjustment/bonus tier (eg. penalty to no penalty, no penalty to bonus etc) while wielding the weapon. Maximum benefit is superhuman/one tier above human maximum.
  6. When you wield the weapon, you go berserk until there are no suitable enemies in range to engage (as 1e AD&D Cavalier?). At which point you immediately take any negative effects. Use variations of 3e+ Barbarian Rage, DW Blood Rage, or any other suitable berserking mechanics.
2. Roll d6:
  1. Ignore non-magical protective value of leather armour.
  2. Ignore non-magical protective value of metal and leather armour.
  3. Ignore protective value of all armour.
  4. A shield or helmet will only protect against the weapon by being Splintered.
  5. When wielding the weapon you roll to hit as a higher level Fighter (suggest 4th or 8th).
  6. When wielding the weapon you Cleave as a higher level Fighter (suggest 4th or 8th).
* Unarmoured monsters' high protective value are only bypassed if the weapon is specifically enchanted to harm them, whether randomly or as plot device.

3. Roll d6:
  1. Boost the Morale and Loyalty of your allies when wielding the weapon in their presence. 
  2. Reduce the Morale and Loyalty of your enemies when wielding the weapon in their presence.
  3. A successful hit forces a Morale Check on the victim.
  4. A successful kill forces enemies nearby to check Morale.
  5. Enemies nearby must take Morale Checks when you draw (to attack) or brandish/flourish (foregoing your attack that round) the weapon.
  6. Anyone fighting you makes all rolls with disadvantage/penalty.
* I suggest HD/level limits for who or what is affected; further suggest 1-3 levels, but HD limit might vary to exclude/include various beasts of war (mainly normal fantasy-setting animals).
* Effects could be specific to a particular type associated with the weapon/wielder.

4. Roll d6:
  1. All hits cause min. average damage per die.
  2. All hits cause max. damage per die.
  3. All hits are crits/double damage. You cannot use this weapon to inflict non-lethal/subdual damage. 'Double crits' are spectacular killing blows, enough so that they will shock onlookers - even the weapon's wielder.
  4. Any mortal wound is incurable except by extraordinary means. Successful death saves/recovery rolls only means you linger for another day/week, remaining at 0 hp/casualty state. Might feel like cold, might feel like poison; might be accompanied by creeping shadows drawing ever closer, or a little white bird refusing to look you in the eye.
  5. Any crit also inflicts a cumulative level of fatigue. This is now the most rested/restored the victim can be unless treated with extraordinary means. Some more powerful opponents get a save and will be alerted to the risk.
  6. Any crit immediately reduces enemy to 0 hp/casualty state, regardless of their current hp. Some more powerful opponents get a save and will be alerted to the risk.

5. Roll d6:
  1. Weapons wielded against yours much save vs. normal or crushing blow (1e/2e AD&D DMGs) each round or break. If you already have weapon breakage rules in place, this weapon is more likely to do it. Not necessarily resistant to breakage itself.
  2. As above, but also affects armour and shields. 
  3. The weapon vibrates/hums/screams/chimes/bursts into ethereal flames/twists in your hand when enemies (or treasure or secret doors) are within range. This is sometimes helpful.
  4. A dazzling (blinding?) flash when drawn in dungeon darkness, gloomy wilderness or the fog of war. As well as illumination and dazzling, this could also extend the range of Morale/Loyalty effects.
  5. The weapon is always at hand when needed. This is more subtle (and also maybe more unnerving) than it just teleporting to your hand. You can still be disarmed and have to pick it up. It can be taken from you and held hostage
  6. As long as it's within range, the weapon comes when called (command word, concentration, whistling etc). It travels at least as fast as a thrown missile. You could conceivably fumble the catch, but have it jump into your hand on the next round.
6. Roll d6:
  1. Make your attack/combat rolls with advantage. Negated vs. an equally or more powerful magic weapon.
  2. Your opponent makes their defence/combat rolls at disadvantage. Negated vs. an equally or more powerful magic weapon.
  3. When using the weapon against a more powerful (higher HD/level) opponent, you attack and defend at their ability, rather than your own. 
  4. The Fighter is the traditional enemy of the Magic-User (and the Evil High Priest) and this weapon is the exemplar. You make all your saves vs. their magic with advantage/bonus - on a critical success, you are immune to their spells for the rest of this encounter. You must be holding the weapon.
  5. When using the weapon against a more powerful (higher HD/level) opponent, they attack and defend at your ability, rather than their own.
  6. Every hit connects, regardless of target's armour, agility, damage resistance etc. Roll to hit, but only for crits and fumbles. Crits as normal, but a fail takes you straight to 0 hp/ Casualty state as the weapon turns against you. If you survive, you can never wield it again. You can make max. 1 attack per round with this weapon, but can dual-wield if appropriate.

Further Thoughts.

Multiple properties for individual weapons. Of course. Why not? You can see that some abilities above are geared towards the mass combat and even social/downtime portions of the game, and don't have much application in dungeon-bashing.

Magical weapons are intelligent and controlling. No independent personality or speech (unless they're a spirit or demon bound to the object) - they're just addictive objects that get you into all sorts of scrapes.

And you can also use their stats to decide which magic weapon is strongest when their effects clash with/contradict each other.

Magical weapons are unique. I think I might have said this somewhere before, but each magic weapon is the only one of its kind - if you find a +1 shortsword, then that's the only one that exists in the game. 

This is not entirely compatible with the d66 presented above, but I'm calling them alternatives and options, not another canon.

Except when they're not. The shared characteristics of (say) Dark Elf knives and Wood Elf bows is down to the materials and traditional skills of the users. But you can't just pick them up and expect the same bonuses.

You can/can't craft your own. Following on from the third point above, you can't make a second +1 shortsword if one already exists in the game - you certainly can't churn them out in your downtime. You could make a shortsword of venom instead, or a frost brand, and so on. 

Magic arrows (and other ammunition) are something of an exception, but - unless it's just a single special arrow of slaying - any set of arrows will include a cursed one that you won't know about until you nock it. As is tradition.

The scarcity of magic weapons and the desire/need for them in the fiction means that making them should be part of the adventure anyway; every weapon is, at some stage, Sacnoth.

That weapon? It's not yours to keep. You need to be a particular type of epic hero to get a magic weapon for keeps. Even then, it will inevitably betray you and lie in your tomb for countless centuries until a new epic hero stumbles upon it, to continue the cycle and keep everyone's fate suitably tragic.

Magic weapons have an unfortunate tendency to switch owners when a more suitable (or less wilful) one happens along, as well as being objects of desire.

More powerful entities than you will take custody of weapons so that you don't try and raise yourself into the place of the Dark Lord you just vanquished.

Plus, sometimes you just want to put the weapon down so the killing will stop.






Monday, December 4, 2023

Slaine and Ukko for Basic games.

Massimo Bellardinelli

Stats for the duo up to about Dragonheist (before the time-travel and mysticism kicks in). The system is approximately BX/OSE.

Slaine Mac Roth.

Black-haired warped warrior, exile, adventurer, time-traveller, hero, thief, king; analogue of Conan, Cu Cuhlainn, and the Eternal Champion. Celtic barbarian in the time before the Deluge.

Charisma 15, Constitution 18, Dexterity 18, Intelligence 9, Wisdom 11, Strength 18

Fighter 4/ Thief 4 (4d12)

Brainbiter: a stone- or metal-bladed battle- or great-axe. It is Slaine's favoured/ signature/ specialist weapon. It is not a specific axe, except that it's the one he's using.

Wielded one- or two-handed, or thrown - all without penalty. Damage die can be d8, d10 or d12.

Other Weapons: sword, spear, gae bolga, bow and arrow, tathlum. Anything he likes, really - he's strong, skilled and adaptable.

He can dual-wield without penalty. He can also use the Fighter options in the BECMI Companion set, if you like.

He wears a sword in his early career, but always prefers Brainbiter. 

Unarmoured Fighter: does not wear armour or carry a shield; sometimes fights naked. 

Slaine gets +8 AC bonus for his Dexterity. He can still benefit from a shield and/or cover.

At this stage of his life, he will punch you if you even suggest he wears a helmet.

Salmon Leap: Slaine can do a standing jump as high as his own forehead.

Whether he uses it to strike over an opponent's shield (+2 attack bonus), or to dodge an attack (+2 AC/relevant save), he needs to make a successful Dexterity check. 

Usable once per encounter.

Spear Catch: Slaine can pluck a spear from the air and throw it back at his attacker if he has not already made an attack that round. Needs a successful Dexterity check.

Usable once per encounter.

Thief Skills: rarely uses them, except for climbing. 

Slaine probably has no Open Locks or Find/Remove Traps ability, these mechanisms not being part of his cultural background.

His code of honour does not stop him using Backstab/Sneak Attack, Move Silently or Hide in Shadows, but his warrior outlook means he rarely does.

He is illiterate and cannot Read Languages.

Warp Spasm: once per day, at will, for 8 rounds; +4d12 temporary hit points and double-damage.

Treat as ogre-sized.

If 3 HD/3rd level or less, make a Morale Check when being attacked by Slaine during a warp-spasm. 

Bellardinelli again. The first warp-spasm I was to see.

Saving Throws: Slaine saves as a 4th level Fighter normally and as an 8th level Fighter during a warp-spasm.

As a brutal and unimaginative barbarian, he receives a bonus of +4 to saves vs. illusion, fear, madness etc.

Ukko.

Dermot Power.

Slaine's larcenous sidekick, future royal parasite and immortal, companion in adventure and adversity.

His astute mind and artistic talent are keenly focussed on lechery and greed.

Surprisingly courageous for a coward.

Charisma 8 (16), Constitution 13, Dexterity 18, Intelligence 13, Wisdom 8, Strength 8

Dwarf/Thief 5 (5d8)

Non-combatant: except for the odd Backstab/Sneak Attack, Ukko will not engage with enemies and will retreat to a safe distance or cower behind Slaine.

Unarmoured: he gets a +4 AC bonus for his Dexterity.

He also gets a +2 AC bonus vs. adult human-sized (or larger) opponents, as long as he does not make an attack in the same round.

Can still benefit from a shield and/or cover; frequently does.

Thief Skills: Ukko is an especially accomplished Thief, and has higher skill % because of this.

  • Climb Walls 91%
  • Find/Remove Treasure Traps 50%
  • Hear Noise 1-3 on d6
  • Hide in Shadows 45%
  • Move Silently 60%
  • Open Locks 60%
  • Pick Pockets 60%

Dwarf Abilities: Ukko has the Basic Dwarf abilities of detecting construction tricks, detecting room traps, and listening at doors (1-2 on d6).

Dwarves in Slaine's world don't have infravision.

Ukko after using his Charisma/ Mike McMahon.

Charisma: as a Dwarf, Thief, sidekick and known con-artist, Ukko is viewed with contempt and suspicion wherever he goes.

He uses the higher Charisma value when dealing with Dwarves, Thieves, drunkards and rubes.

Saving Throws: Ukko always use the most advantageous saving throws of Dwarf or Thief.

He gets a +2 save vs. curses, taunts and humiliation.

Further Complexity.

Ba5ec Slaine: You will need to look up some 5e D&D, where you start out as heroes not zeroes.

Give Slaine the following Fighter abilities: Great Weapon Fighting, Second Wind, Action Surge (which he can use to have a warp-spasm), Martial Archetype - Champion with Improved Critical and Remarkable Athlete.

He also gets the following Barbarian abilities: Unarmoured Defence (CON bonus added to AC), Danger Sense, Reckless Attack, Path of the Berserker (bonus attack when warp-spasming).

Only comparable heroic characters get these extras - everyone else has to stick to the rules. Ignore anything that's incompatible with the target system.

(Slaine already has some benefits of the 1e AD&D Barbarian)

Slaine the King: He's now a 9th level Fighter and he can use his warp-spasm twice a day, for a total of 18 rounds.

If he's also Ba5ec Slaine, he gets additional abilities as a 9th level Fighter and Barbarian in 5e.

I toyed with modelling him after a 1e AD&D Bard - he becomes more mystical in his kingship and beyond. Also not a terrible plan for Gandalf.

Ba5ec Ukko: he can have the non-fighting abilities of a 5e Rogue of the same level.

Commentary.

Older edition D&D is surprisingly resistant to producing the heroic characters it is claimed to be based on, and has to break its own rules for most iterations.*

Obviously, I'm exhibiting my own bias and interpretation here:

Gray Mouser and Cugel have to be 10th level Thieves so that they can use magic. While this might work for Cugel, Gray Mouser's spell-casting comes much earlier in his career - he starts out as a wizard's apprentice.

Conan and Fafhrd both have to have Thief and/or Ranger levels because the Barbarian class doesn't yet exist, and still won't be a great fit when it does.

Is Elric that accomplished a swordsman or sorcerer without his ring and sword and ancestral demonic pacts? He is a pawn in a cosmic game (also, to a lesser degree, the Mouser and Fafhrd), not master of his own fate - he doesn't need hit points if the higher powers don't want him to die until they see fit.

* And later edition D&D feel/look like they tried to address this - it's a criticism of 5e vs. OS, for instance. It's legitimate to draw on those later editions, particularly as they're broadly mechanically compatible and mostly freely available, and I treat The Game like Lego plus off-brand compatible blocks, rather than a 3D printer.

As well as spotlighting 5e as a source, there's also:

  • 1e and 2e AD&D to boost Ukko's Thief skills (racial and high Dexterity bonuses).
  • AD&D for Ukko's Dexterity bonus to AC.
  • 1e AD&D Unearthed Arcana for the Slaine's (Barbarian) hit dice and Dexterity bonus to AC.
  • 2e's Celts Historical Reference, for Slaine's Salmon Leap and Spear Catch feats (without the WP and NWP requirements).

The idea is that these kinds of celebrities should be more powerful than the PCs, but not so much that they utterly outclass them. As long as the players are participants rather than spectators, it should be fine.

Slaine's warp spasm could be a whole sub-system, but here it's just the druidic animal growth spell. Another possibility: use the AD&D enlarge spell, with warped Slaine as an Ogre (stats a bit too close to the regular Slaine in this iteration) or a Giant depending on how powerful his rage was.