lunedì 30 ottobre 2023

individual weapon effects for Odd games and hacks



1. Battle axe, hefty, d10. On a roll of 5-, can forgo damage to attempt strip they target of their shield instead

2. Club, light, d6. Rolls of 4+ stun the target: they can't act next round.

3. Crossbow, long, slow, d8. Ignores armor.

4. Dagger, light, d4. Throwable, usable while grappled.

5. Flail, hefty, d8. Ignores shields.

6. Greatsword, long, d10, or d6 blast.

7. Handaxe, light, d6. Throwable.

8. Polearm, long, reach, d8. Designated adjacent ally has +1 armor.

9. Poleaxe, long, d8. Ignores armor.

10. Javelin, hefty, d8. Throwable.

11. Longbow, long, slow, d10.

12. Mace, hefty, d8. On a roll of 5+, target's armor gets damaged or destroyed: -1 armor.

13. Quarterstaff, long, d6, stops charges of enemies on foot.

14. Shortbow, long, d8. Can be fired while riding a mount.

15. Shortsword, light, d6. Riposte: make a DEX save. Success: remove a single attack die against you. Failure: the damage against you is direct STR damage and automatic Critical Damage.

16. Sling, d6. Can be used to throw bombs and other special projectiles.

17. Spear, hefty, d8. Prevents charges.

18. Sword, hefty, d8. Riposte: make a DEX save. Success: remove a single attack die against you. Failure: the damage against you is direct STR damage and automatic Critical Damage.

19. Two-handed axe, long, slow, d12.

20. Warhammer, long, d10. On a roll of 6+, opponent makes a STR save or is pushed away.


Tags:
+d: roll all dice, only the highest counts as damage
Charge: closing the distance to make a melee attack
Hefty: you can only wield effectively one hefty item at a time
Light: can be used together with another weapon without disadvantages
Long: impaired in narrow spaces (e.g. corridors), needs 2 hands
Reach: allow you to attack from 2nd rank and out of reach of other melee weapons
Slow: either move or attack

Stolen from Luke Gearing https://lukegearing.blot.im/odandd-reference-document
Tags from the Mythic Bastionland preview https://bastionland.substack.com/p/play-mythic-bastionland-for-free

mercoledì 11 ottobre 2023

Gotta catch'em all! Dungemon - Dungeon Monsters



Everything like Cairn, except:


Character creation

During character creation, whenever a PC would get a weapon, they get 2 dunge-balls instead. One of them contains their starter monster (max 1 at char creation). 1 dunge-ball takes up 1 slot.


Catching monsters:

You can catch a monster in a dunge-ball. Throw it against them after they received Critical Damage. The target has to be in range (around 40 ft, or one combat movement action). The monster in the ball will still be damaged.

You can't catch intelligent monsters. Dunge-balls don't work on the likes of bugbears, dwarves, elves, gnolls, gnomes, goblins, and orcs. Even though these monsters are able to fight, sometimes they use tamed monsters of their own.


Fighting:

PCs can't fight, they deal 0 damage even when using weapons. They can still cast spells.

A monster you caught will respond to simple commands. Shouting a command takes one combat action.

Letting multiple monsters out of their balls at once is possible. But remember, you can only shout 1 command each round.

Monsters can get Scars, just like PCs



Starters:

Fire Beetle: armor 1, 1 HP, 6 WIL, bite (d8), or flash
- The gland keeps casting light for 1-6 days after its death
- Can spend x HP to blind x targets for a round, rendering them unable to attack. Attacks against the target are enhanced
- If it receives 5+ damage in a single round, it gets flipped on its back and needs help to get back on its feet

Stirge: 6 HP, 6 WIL, bloodsucking peck (d6, Critical Damage: the stirge recovers as much HP as the STR damage dealt with its peck)
- A monstrous cross between a bird and a mosquito
- Its loud buzzing can attract enemies
- Does not come off until it has sucked all the blood, even at the risk of bursting. xin6 chance of bursting, where x is excess HP. Trying to get it to come off requires a Save (STR by force, WIL by command)

Spitting cobra: 2 HP, 6 WIL, bite (d6, Critical Damage: venom, see below) or spit
- Venom: instant death if 16+ was rolled on the Crit Damage save. Otherwise, the target is deprived, and unable to move until they receive an antidote
- Spit (melee range) causes blindness, permanent if not washed within 1h
- The design on the "wings" is different for each individual. Folks say that you can see the cause of your demise in the pattern (usually it's death by venom)

Armature ed elmi per Electric Bastionland

Nei gdr si trovano spesso armi speciali, ma non abbastanza armature speciali. Da usare con Electric Bastionland. Armatura artropode, a1, le ...